1. Kubel is OP and needs fixing
2. Not one AT gun, No guards, No AT grenades. The only thing that could be a counter in the armys of the two Soviet players was the M3A1. I know it is a little bit crazy but I have seen Players getting a AT gun as their second unit to counter Kubel and OKW Truck pushing combo. Like I said needs fixing.
3. Write Imperial Dane a PM, he did the same game at his stream yesterday (2 Soviets, same enemy players, same map) and won. Maybe he sends you the replay if you ask him.
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Post History of Hagen67483
Thread: Game REALLY needs a patch22 Sep 2014, 11:04 AM
In: Replays |
Thread: My Epiphany22 Sep 2014, 10:43 AM
Thanks for the support.
100% agreed. In: COH2 Gameplay |
Thread: My Epiphany22 Sep 2014, 08:45 AM
And I say they have a strong impact on 1vs1. But since you don`t want to discuss details, we both can just stay here and yell at each other: "I`m right and you are wrong". Just a waste of time for both of us. In: COH2 Gameplay |
Thread: Match UP USF vs OKW - un-balance concepts21 Sep 2014, 21:47 PM
I watched the replay. Others would say now that USAF is completely OP after watching the first 10 min of the game. But in reality you simply outplayed him and he raged like so many Coh2 players. But lets just say a "How to destroy the OKW in 10 minutes and make him stop playing" replay is not really a good Idea to show how strong (OP) the OKW is. And about the early Puma. Lets just pretend he didn`t hit the mine. Than he still would be forced to fight your riflemen at long range to avoid the AT rifle nade. And Pumas are not really scary vs Inf at long range. And yes Kubel are currently OP, more vs US than Soviets. They need to be fixed. 4 of the core inf units (Grens, Conscripts and Riflemen) is not spam. More than 5 core inf units is spam and more than 2 support units of the same kind is spam. In: COH2 Balance |
Thread: My Epiphany21 Sep 2014, 21:21 PM
Balancing 4vs4 will never break the balance of 1vs1. Ever. One Example? The Elephant or the Jagdtiger are good examples. 1vs1 they are mostly useless and 4vs4 they are OP like hell. Arty of all kinds. Because 4vs4 has more clumped up troops, because the front a single player has to cover is smaller. HMG`s, Paks are easy to flank in 1vs1 because of the larger front per player, that means they are stronger in team games than in 1vs1. Medium Tanks are good flankers that makes them stronger in 1vs1 than team games. Because if you want to flank in 4vs4 you just run into the army of the enemy’s neighbor. And mediums are bad in headon fights. Short range units like Shock trooper are better in a 1 unit vs 1 unit engagement than in large scale battles, because before they can close in they get focused down by the complete enemy army. In 4vs4 the retreat paths are longer, that means forward retreat points are better in 4vs4 than in 1vs1. In 4vs4 the team can carry a player until he gets out his big units. Certain commanders have special weak points, if an WM player goes elite Doc, the soviet player can safely choose an on map arty commander because the WM Player has no off map arty in 1vs1. In 4vs4, at least one enemy player always has an off map arty to destroy on-Map artys or Pak43 emplacements. Micro intense units like snipers are better in team games than in 1vs1 because your army is closer together means you can easier babysit them. Heavy Tanks like King Tigers, Tigers, IS-2. If one is protecting one Victory point in 1vs1 I just take the other 2. That way I force my enemy to send his big tank all over the map. In team games the other Victory points are most likely defended by other players. I think that are enough examples of things that just behave differently because of the different nature of the game modes. That means if the units, commanders.... are balanced in 4vs4 than they are unbalanced (OP or UP) in 1vs1. In: COH2 Gameplay |
Thread: My Epiphany21 Sep 2014, 17:19 PM
The Problem is how to fix large team game battles and at the same time keep the 1vs1 balance? Just one example, the elefant is complete shit in 1vs1, but it is a great unit in large team games. What to do? Buff it, nerf it? As long as Relic uses the same Balance for all game modes, 3vs3 and 4vs4 will be unbalanced as hell in my opinion. And I think seperate balance is the last thing on Relics to do list. In: COH2 Gameplay |
Thread: Versus the IS-220 Sep 2014, 20:35 PM
Mines, Pumas, Shreks, avoidance, and patience. I also like the Jpz4, but I think Dane heavily disagrees with us. https://www.youtube.com/watch?v=sVCbskuYiK4 In: OKW Strategies |
Thread: Bars are the worst upgrade in the game.19 Sep 2014, 16:52 PM
1. Bars on Paras --> Worst Idea every 2. Bars on Riflemen --> good overall DPS buff, but far from being to good. 3. Bars on Rear Echelons --> extrem DPS buff, great synergy with suppresive fire. One Bar alone gives 75%-90% extra dmg to the Squad. Since the USAF can choose which Soldiers should get weapons, I always equip RE, because they profit the most, are cheap to reinforce and the only downside is that they get 10% less Accuracy with Vet compared to Riflemen. And funnly enough, they can carry 2 weapons and 1 Minesweeper. In: COH2 Balance |
Thread: WFA Veterancy Guide17 Sep 2014, 13:48 PM
Thanks for the detailed Replay Sarantini. In: COH2 Gameplay |
Thread: WFA Veterancy Guide16 Sep 2014, 16:29 PM
Hi Sarantini, do you know if the Stormtroopers have a received accuracy right from the start? And I would like to know what the tactical advance ability of the Stormtroopers do in raw numbers. Last Question, were do you get your Data from? Thanks in advance, Hagen In: COH2 Gameplay |
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Latest replays uploaded by Hagen67483
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A replay for bug reporting in the official forums.by: Hagen67483 map: Faymonville Approach1-1,031 -
A Short test about a building that colapses instantlyby: Hagen67483 map: Faymonville Approach2-1,468
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