I will start reviewing the submissions with Guest judges starting in December.
Looking forward to it, it'll be fun.
Posts: 432
Thread: The Cheese Series - A competition 25 Nov 2014, 19:04 PM
Looking forward to it, it'll be fun. In: Strategy Desk |
Thread: Blobbing25 Nov 2014, 08:15 AM
There's a rather simple concept behind fixing blobs, that would be improving anti-blob mechanics that already exist from the start. MG's used to punish blobs by suppressing and pinning them. Then people complained about "instant pin" MG's so they were eventually nerfed, despite the existing mechanics that helped mitigate them (Mortar Smoke Barrage anyone?) Not to mention American Infantry and Shocktroops both come with smoke grenades to obscure the MG's line of sight. I also don't just mean maschinengewehrs, I am also talking about Maxims (Which already suppress and pin as well as do quite a bit of damage) and the M2HB which could use some improvement in this area, though I'm curious what 2x M2HB's using overlapping fields of fire could do. In: COH2 Gameplay |
Thread: BALANCE FEEDBACK - USF 1v1 Post 100 Games of Automatch25 Nov 2014, 04:25 AM
only thing i agree with is the pzfaust. on ettlebrook station i saw a gren squad begin the animation of loading a pfaust. ok, so i reverse around a corner and pop smoke in my m20 but lol... the rocket rounded the corner and homed in on my m20 another 20-30 feet. It's not like American Rifles with their AT grenades and Soviet Conscripts with their homing AT grenades can do it as well, oh wait.... In: COH2 Balance |
Thread: Blobbing24 Nov 2014, 11:10 AM
You gotta consider also the timers for their SwS HQ Halftracks to arrive. That's going to artificially delay the panther as well. In any case that first panther is critical and it will be extremely difficult to go after it without delaying it. So they will rely on their infantry to do the job. In: COH2 Gameplay |
Thread: Blobbing24 Nov 2014, 10:56 AM
I was trying to estimate what an additional 33% fuel would add on to 295 which I estimated to be 315-325 fuel. If it's 443 fuel, then that's an even bigger disparity and only serves to further my point. I told you I was no mathematical genius. ;D OKW needs every bit of power it gets. Otherwise the resource starvation is completely unnecessary and unjustified for mediocre performance in units. In: COH2 Gameplay |
Thread: Blobbing24 Nov 2014, 08:24 AM
Did you do actual math sierra? Those numbers look made up. My daughter starts doing that when she can't figure something out. Yes Vaz, I actually did the math. I'm not a mathematical genius per se but these are pretty small numbers and it's pretty basic addition. In: COH2 Gameplay |
Thread: Blobbing24 Nov 2014, 06:19 AM
If the ZiS-3 is killed before it can shoot, you were flanked and that's due to poor placement or lack of support. Panther comes at 490mp + 175fuel, you also need to place the Either the Mechanized HQ or the Medical FHQ which both cost 200mp + 40fuel each, and the Schwerer Panzer HQ for 200mp + 80fuel. In the end to acquire your first Panther costs 890mp + 295fuel! and that's when you're not delaying your teching by purchasing any vehicles whatsoever! Now if you were to do a little math to calculate what that would be with 100% fuel and muni rather than 66% and 80%, that would be like 890mp + 315-325 adjusted fuel costs. In: COH2 Gameplay |
Thread: Blobbing24 Nov 2014, 02:56 AM
Uh, you realize they still have to EARN their vet, and that the panzreshreck costs 81-90 munitions (Dependent on stacking bulletins). and Obersoldaten ALSO have to earn their Vet. Besides that, they are all pretty easily dealt with by ZiS-3 Barrage, The Howitzer Motor Carriage (Forget the name of that one but it's there.) and American superblob with BAR's + M1919's. Also HE rounds from Shermans destroy these things. In: COH2 Gameplay |
Thread: Blobbing24 Nov 2014, 02:48 AM
Volks are 235mp per unit, that's 5mp less than Grenadier squads. La-dee-daa. So cheap. 9_9 Their vet bonuses only apply if they aren't wiped trying to reach it, which they die pretty quickly up until they receive them. Obersoldaten only receive two unique vet bonuses (sprint when not in combat at Vet-5) and Suppression and Vet-4. Vet 1-3 offer durability and squad healing over time when not in combat. But on top of that they are completely defenseless against vehicles. Stuka zu Fuss, I know what I'm talking about. If you don't know of it or see it, then I suggest actually using it. Any German Player, or OKW player would note the difference in its use from when it first came out to when it was ninja nerfed. In: COH2 Gameplay |
Thread: The Cheese Series - A competition 24 Nov 2014, 02:41 AM
So when do we receive our cheese? In: Strategy Desk |