I think they consider the automatch comp stomp to be training for multiplayer games. (Hey, pros did u even know you can automatch vs the comp? YEAH! Take a break from those 1v1s and masturbate while eating a Snickers bar as you AUTOMATCH VS. THE COMP).
But you can play vs the comp in annihilate with a custom game. Seems fine to me.
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Post History of sluzbenik
Thread: I don't understand why VPs exist in comp stomp.1 Feb 2014, 21:35 PM
In: COH2 Gameplay |
Thread: Insane Player1 Feb 2014, 13:06 PM
Report him, friendly fire has always been punishable by Relic because there is no question of guilt with a replay. enforcement@relic.com is apparently the current email address. In: Lobby |
Thread: SNF / Halftrack31 Jan 2014, 00:37 AM
No med, and you can't make it T3, or it'll be the useless unit it mostly was in COH. Even vs Brits in 1v1 the fuel expenditure to get to T3 and get a flamen was really iffy considering there ought to be a light tank on the field by that time. I really don't see much of a problem with taking away the Ostheer HT's reinforce ability. The thing is the maps have so few points that having that unit on a cut-off is just a game-ender usually. Blame the Kholodny and Langrskaya map design. Honestly, I'm still not sure they should tweak units because the maps are faulty. I have never seen it be a huge problem on Semois winter or summer for instance. Taking away reinforce when upgraded would make the game a lot more difficult for Ostheer on Semoisky, where it's used as a rapid response unit and for reinforce on a big map, but not have a huge effect on Kholodny or Langraskaya where it's used more often to maintain a base pin. In: COH2 Balance |
Thread: Sniper in Scout Car30 Jan 2014, 04:43 AM
Hey at least it's not a Bren carrier with a Bren squad in it. 2CP guards should fix it, then you will force fuel upgrades for at nades if he wants to it and things will even out. But yeah on maps like Moscow Outskirts I do think it's really OP in 2v2 considering available cover...Really countersniping is just too risky to be viable. In: COH2 Balance |
Thread: SNF / Halftrack27 Jan 2014, 01:31 AM
Oh I forgot my big caveat. They can only take away reinforce on the Ost halftrack when upgraded IF and ONLY IF they upgrade the damn mgs. It should act exactly like it did in vCOH, be able to do suppression in red cover, but otherwise you have to stand in front of it for a month for it to suppress anything or do much damage. And it shouldn't need to cost much more if they do that. Maybe a few fuel, maybe, that's for the balance guys to add up fuel costs and see how far behind it would put you. In: COH2 Balance |
Thread: SNF / Halftrack27 Jan 2014, 00:52 AM
On the larger maps, I always get one. One of the things that really differentiates COH2 from vCOH is the importance of maintaining field presence(1). Mass retreats are punished instantly and ferociously by skilled players. One of the reasons it's so easy for Ostheer to win on certain maps (Kholodny with left side start, Langreskaya with south) is because they can follow up on a mass or near mass retreat by sending the entire army to camp the cut-off point with a halftrack to reinforce. Once in a while when I'm too busy making Brumbars for trolling, a good player will focus everything on the halftrack first and eventually force me off those points. So I am in favor of Pquiemsieh's suggestion as it will make comebacks more possible. However, the M5 halftrack still is underused and can be just as vital (a few, a very few, skilled Soviet players know this) so I really don't like the idea of nerfing reinforcement on it at all. Instead, take away overdrive completely from the M5 and let Soviets continue to use it for reinforcement if upgraded, just like the vCOH quad. If people figure out that you can time a quad pop while carrying double flamer engies inside and wtfpwn Ostheer positions while reinforcing (hint, hint) and this creates imbalance they can look at nerfing the damage of the quad mount. People still won't use it, but hey, it'll still be there. Limiting reinforcement to controlled areas is stupid and nearly entirely negates the strategic usefulness of these units. Footnote: (1) Capping speeds are faster and it is less risky to cap, so being forced off the field means an even more rapid change of map control then in vCOH. Coupled with COH2s faster teching means you are totally screwed if you are cutoff for more than a minute or two before resources have accumulated for T3/T4. In: COH2 Balance |
Thread: Tight GG24 Jan 2014, 23:58 PM
Tiger is the slow-moving log, the Panther is the fast one! In: Replays |
Thread: lets talk about bunkers 24 Jan 2014, 19:13 PM
Soviets get to build green cover. Bunkers build too fast IMHO, can be nasty in 1v1s too if you can hold a cutoff long enough to get one up...and with 2 grens building, it can be done very fast...you see it more than you'd think. In: COH2 Gameplay |
Thread: Tight GG24 Jan 2014, 13:04 PM
RNG god really hates me. I needed a lot of quarters for PantherRam. If last ram hadn't worked... gg wp once_over. In: Replays |
Thread: Game of the Month! 24 Jan 2014, 12:11 PM
Ya fun one. Sage playing EXTREMELY fast and loose with his shock troops early (honestly that one in the building near Ost base early game should have died on retreat) was balanced by Cap'n's going for gren spam and the mortar HT over flamenwurfer... Pak43 should have been built...back before PziV nerfs I would build pak43 to cover mid and guard it, while using the Pziv to stop incursions on the vps. Could have used Ostwind to do the same thing though. Vet 3 shocks really need looking at. In: Replays |
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