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Post History of Antilles950
Thread: JagdTiger and Elephant need counters18 Sep 2015, 03:36 AM
They lost access to focused sight. Thats a pretty significant nerf. In: COH2 Balance |
Thread: Church of CoH213 Sep 2015, 20:48 PM
![]() In: Scrap Yard |
Thread: Relic Appreciation12 Sep 2015, 17:29 PM
I've been super critical of Relic, especially near the beginning of this summer, with how stale the meta and game felt. However, at the same time, I believe in acknowledging progress, regardless of how late it is. So, this is a appreciation thread for: 1. In-game advertisements of twitch streams and OCF. 2. More involvement in the forums than before (regarding the patch notes). 3. A balance patch mod that actively changes based on feedback, as well as patches that feel much more responsive to problems that the community identified. Things aren't perfect, and progress has been slow, but there has been progress and I think it should be acknowledged. In: Lobby |
Thread: Centaur OP6 Sep 2015, 04:24 AM
By the time a centaur hits the field, you should have some kind of AT ready. It's not much different than like a ostwind or anything. In: COH2 Balance |
Thread: Volks veterancy vs Brits6 Sep 2015, 03:24 AM
I don't know if anyone else is experiencing this, but it feels like vetting up VOLKS against brits is much more difficult than it is against USF or USSR. I think it's for these reasons: - It's difficult to kill Infantry Section models; each one has a lot of hp, and models seem to survive until VERY low levels of squad health, so they can retreat with 3 or 4 man squads with very low health. - Each infantry section is so strong in the first place, it's very challenging to win fights - There's no weapons upgrades for volks, so it never really gets easier to vet down the line, while brit lmgs wreck volks - There's not as much (in my experience) light vehicle play to get vet through shreks Any elite infantry that I build (falls or Obers) generally vet really quickly vs brits compared to USSR or USF because they're able to actually kill models, and each ones gives lots of EXP. It feels like there's this weird imbalance; what are your thoughts? Anyone see the same kinda trend? In: COH2 Gameplay |
Thread: M5 Halftrack losing reinforce on upgrade3 Sep 2015, 01:35 AM
This is a great balance change. Forward reinforcement positions shouldn't be able to defend themselves, they become too powerful. The opportunity cost of upgrading forces players to make an important decision as to what's more valuable to them. In: COH2 Gameplay |
Thread: DDay Cup Season One Antilles v TomofAction27 Aug 2015, 03:24 AM
G1 In: Replays |
Thread: 1vs1 recommended maps and opt outs for OKW and Sovjets25 Aug 2015, 07:02 AM
I personally strike stalingrad, bystraya voda, minsk pocket, and road to kharov with every faction. Stalingrad favors allies because every engagement is short range, in alleyways, favoring short and midrange units over support weapons. Bystraya is just horrible. Minsk and Kharov are narrow, and I hate playing narrow maps because they have a tendency to become campy, and I hate that. Other maps that might be worth striking: Eindhoven or Kholoodony winter. Eindhoven south spawn is horrible, and incredibly hard to fight from. Kholodony winter left side is also a horrible spawn position. I'm pretty ok with all the other maps. In: COH2 Gameplay |
Thread: Howitzer play and counterplay22 Aug 2015, 01:59 AM
Right now, playing with and against howitzer is not fun because of a lack of counterplay and control, and does not feel balanced, especially against OKW. I have two ideas that I think would improve playing with and against howitzers. 1) Howitzers should only be able to fire into areas with LOS. Right now, howitzers can fire anywhere on the map. This becomes a problem when OKW bases get battered with very little counterplay, or bases are targeted with retreating squads, without much ability to mitigate damage. By making it so that howitzers can only fire with LOS, that does 3 things: a. Recon run has more value. b. Howitzer timing becomes more important. Instead of just constantly battering positions, choosing when and where to howitzer an area becomes critical. People will be more likely to use it while executing a flank, or maybe in conjuction with multiple other attacks. Ultimately, because LOS becomes a scarce commodity int he late game, timing and tactical consideration becomes more important. c. Hitting important targets requires risk. Battering an OKW forward HQ will mean that the units that are scouting will be exposed to concentrated OKW positions. Same with the Flak HQ. Basically, this change makes howitzers more of a tactical tool, as opposed to, "point and click on base structures in the LOS". It forces players to use it in a more meaningful way. 2) Bombing run and recon run abilities should not be in the same doctrines. Right now, the easiest ways to counter howitzers is recon run + bombing run, with doctrines like CAS. This isn't an enjoyable game mechanic; there's no way to counter this. Separating these abilities out forces players to take a risk in order to counter static positions, in a way that can be prevented. I think these changes would make the game more enjoyable, because it gaves players more control to counter howitzer bombardments and bombing runs. I also think it'll make OKW and units with recon (ex: pathfinders) more valuable. Let me know what you think. In: COH2 Balance |
Thread: Lemon's 2v2 USF 16 Aug 2015, 15:39 PM
I like this, although I'm wondering why you don't think a m20 for mines is a good call? I think delaying lmgs (or just putting 1 on each rifleman) is worth it if you can lay a couple m20 mines and use it defensively to counter-harass / help flank mgs, especially because the smoke gives it so survivable. Also, a side-note, but your voice really comes out in your writing. |
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