Oh nice tip Killhon, didn't know that!

Thread: Team Weapons feedback12 Mar 2014, 19:41 PM
Oh nice tip Killhon, didn't know that! In: COH2 Gameplay |
Thread: Panthers and IS2s12 Mar 2014, 02:20 AM
I don't feel so bad now, even Jesulin can't keep Ostheer squads alive long enough to make an impact. He lost two grens and his pgren by minute 10, pretty sure they all died on retreat. And that was before the KV8. I stopped watching once the KV8s come out, you can't come back from that no matter how many PzIVs you spam. Cool stuka bomb tho ![]() Seriously Relic, look. In: Replays |
Thread: Ultimate guide to further improving coh212 Mar 2014, 00:17 AM
I'm not going to comment on all of this, but nerfing Molotovs is only one way to make the early game infantry engagements a bit more balanced. As I see it now, the problem is there is essentially no penalty for mass flanking. Unlike in vCOH, I rarely see cons going down to 2-3 men from mass flanks. Meanwhile, toss a few Molotovs, force a mass retreat, and you're looking at far heavier MP loss on the Ostheer side, and that problem of assymetrical MP drain where Ostheer ends up losing squads easier and is the side being more severely drained as the game progresses is not what I think the designers had in mind. The more powerful push units from T2 (Pgren, HT) don't benefit from veterancy at all, because by the time they get it, tanks that can one-shot them easily are probably on the field, not to mention the power of the Soviet sniper against vet units. So just keep an open mind, there are other things they could do - for instance decrease barbed wire build time, put the scout car in T1 so Ostheer has a blocking unit like the vCOH bike, allow an S-mine patch to be built with less than 60 muni in the bank, or rebuff time to supress on the MGs. I'd love to use barbed wire to help stop flanks, but it's too far too slow to build. Personally, my preference is for a Molotov nerf, just because I find dodging Molotovs all game unfun, tedious and a microtax that severely limits my ability to multitask successfully. Basically I always feel like if I don't have all my units on screen I have to pick the engagement I really need to win so I successfully dodge the nade. In: COH2 Gameplay |
Thread: The COH2 Mega Map Poll11 Mar 2014, 02:22 AM
We want Scheldt! In: COH2 Gameplay |
Thread: Random 2v2 - why Reilc? :(11 Mar 2014, 00:45 AM
Either go back to one rank or keep them separated totally. There is just no incentive to play random now. I am one of those freaks who enjoys random 2v2. It's a nice stress free casual mode that plays competitively with no worries about disappointing your partner, and you can always blame a loss on your random noob... In: Lobby |
Thread: Woah..that was close11 Mar 2014, 00:35 AM
Chinese characters! I love you all, don't worry. In: Replays |
Thread: Woah..that was close10 Mar 2014, 19:01 PM
Holding your own without T2 against shocks is tough. Then the IS-2 comes out and starts one-shotting everything. Then you...finally...get...a Tiger Ace. In: Replays |
Thread: How to further improve coh210 Mar 2014, 16:38 PM
Well, Relic also knows what the statistics are, hopefully they look at the skill levels of players and their win/loss and maybe even what causes damage in games the most. I certainly can't play Ostheer for crap now. Every time I lose I ask my opponent what they think and everyone basically says the same thing - it's a ton harder now, and no one really has good solutions for the squad gibbing and inability to stay in an engagement for more than 10 seconds given the possibility of squad losses on retreat. I don't really have an issue with Molotovs, but I not only play a lot but watch a ton of replays, and honestly, they are a significant advantage for conscripts every time they throw one because of the cover denial. And even if you dodge, the AOE is so big you still lose a guy. To really avoid one you must dance around constantly or pause long enough to bait one, which isn't great for your squad's accuracy. I think you can successfully dodge if you see the fist being made while the hand is behind the conscript's back, any later than that and you probably take some damage from it. Even if you do see it it's not like your squad will jump to that location, the last guy usually is still moving just as the molotov hits. Anyway, I wish they had more expensive normal nades, I think dodging Molotovs is just an annoying micro-task that makes Ostheer much less fun to play. In: COH2 Gameplay |
Thread: T4 and the Panther9 Mar 2014, 02:14 AM
The really fun part is that it gets vet from all that damage taken and thus blitzkrieg makes it much less likely you'll catch it again. Another of Relic's brilliant design decisions. It was hilarious in beta, you could accumulate vet faster by getting units in bad situations and retreating at the last minute than you could from fighting on equal terms. In: COH2 Balance |
Thread: How to further improve coh29 Mar 2014, 01:01 AM
Agree, HappyPhace, there are good points made in this post, but discussion always devolves into some sort of picture gibberish. In: COH2 Gameplay |
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