RE reinforcement cost is due to them picking LMG and becoming super cheap 5men squad fighting unit like hell.
We all agree this is stupid but the root cause is the weapon rack system. Hope Relic will forget about this feature when they design Coh3.
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Thread: Rifleman moving cooldown penalty and RE costYesterday, 19:41 PM
Thread: Fall Balance Preview19 Jul 2017, 06:49 AM
More than many small patches, We need more reactivity from Relic when something is definitively wrong with a unit or an ability.
I'm not sure if a lot of small patches are good for the game, a patch every 3 months is far enough imo. Meta take time to appear and sometime something, a unit is dominating because the vast majority of players aren't use to counter it or don't do the right thing until someone shows how to do it.
You can't really compare Coh2 updates and moba updates in this topic, a moba is always balance by nature, some characters can be imba but they don't affect the overall balance since anyone can pick them in any team. It would be different if for example in DOTA2, Dire side could only pick Dire characters and light side only pick light characters...
A RTS balance patch is like a bottle of wine, it needs time to decant...
Thread: Modding team should provide replays for each change18 Jul 2017, 14:13 PM
We could also decide to not listen to you anymore. The mod team has been doing a good job so far and I say that even if I don't agree with all the change proposed.
Thread: Fall Balance Preview18 Jul 2017, 09:57 AM
18 Jul 2017, 09:38 AMÆgion
The only thing I really want to see added is the change of the starting sturmpioneer to either volks or a unique (weaker) sturmpioneer, and maybe the starting infantry section to a royal engie. But, over all this is very good.
Imo, The Kubel nerf is probably enough. No more Kubel tanking damage so ridiculously will town down OKW early game over dominance.
Thread: 2v2 Games18 Jul 2017, 09:38 AM
13 Jul 2017, 12:17 PMEYFYHS
It is difficult to help you without some replays to see your level of play.
But USF is viable on 2vs2 to a certain extend (no late game except the pershing). So you need to play really aggressively early game.
-I recommend you to build an early mortar, like after building 2 Riflemen, build a mortar and use the mortar barrage together with your riflemen when you push. This mean having already the mortar in range and barrage available when you are starting to push to a sector.
-Tech T1 first (lieutenant), as I say you need to be super aggressive early game, and going T2 first (Captain) doesn't give you any aggressiveness on the first ten minutes. With T1 tech, you must unlock Bazooka and BARs and dedicate some of your first munition (100) to equip a dual zook on your Rear Echelon squad or 1 riflemen squad. This squad isn't mean to be use to push on first line, but to stay between your mortar and your main force to prevent a light vehicle counter push.
you can build 2x HMG.50 and use them in concert with your infantry when you push, they have a really good dps and will suppress faster your opponent + they have a fast setup. Be careful, do not build 2 HMG if your opponent already have 2 mortars.
-Do not forget to cap victory points, they are your target, you must hold them to bleed your enemy victory points as much as bleeding them from manpower. In many maps there is at least one victory point on your side, build a fighting position upgraded to keep it from flanking. It sounds maybe crazy but a fighting position cost only 120 manpower + 60 munition and doesn't cost you any upkeep or popcap.
-In any cases, building a fighting position is never a bad decision if you know where to position it. I should write a post about it. Short version = build one to cover your flank but a bit behind your lines to not be in natural range of enemy mortar/ISG.
-A Half-track or a M20 is also not a bad decision, but you need to learn to use them and to not lose them too fast. they are both useful early game if well used. Here again, the more pressure you put early
-Tech Tier2, You can decide to tech tier2 after tier1, do not forget to build an ATgun in this case as you may be late in teching and facing Pz4/Panthers before being able to build your own tank. But having a HT + a Stuart helps a lot to keep pressuring your opponent, of course at this stage of the game you should be regularly cutting them from Fuel/Munition/Victory points to rentabilize your investment.
-In addition to T2 you must learn to use and position your Atguns. An Atgun can be utterly useless if you don't know how to position it or being a devastating counter if you know how to position it vs any type of tank. I have sometime my Atguns being the biggest damage dealers of my game, getting them vet3.
-Tier3, A sherman helps also to push further but depending on your Anti-tank capability available, a Jackson first can be more interesting.
Vs Ostheer, unlocking grenade first may help you a lot vs HMGs. If the map is a camping paradise, you may invest in 2 mortars.
Vs OKW, if you see many volks or Panzerfusillers, investing in 2 HMG.50 will help you a lot to control his blob.
In: Strategy Desk
Thread: Fall Balance Preview18 Jul 2017, 06:40 AM
• OKW Battlegroup unable to reinforce if cut-off from friendly territory.
Thread: Relic when you finally buff IS-2?17 Jul 2017, 14:42 PM
Problem with Tiger and probably IS-2 is people are getting too cocky with them, they believe they can use it aggressively when in fact, no you can't. You have an expensive unit you need to babysit, you can't really use it as spearhead since you don't know if what you face will triple pen it or not.
Imo this is why I think the pershing is in far better position than those 2. If the tank has less raw stats, its maneuverability make is much more useful on the battlefield.
On the other hand, you have the King Tiger which let you do all of it because it has a better firepower and good healthpool and armor.
If I had to buff both the tiger and the IS-2 without touching much their actual stats, I would reduce the lifespam required to engine damage them, something like 50/60% health point instead of 75% so you can use them a bit more aggressively without fearing to be fausttodeath just because you get hit once before being faust.
Thread: Relic when you finally buff IS-2?17 Jul 2017, 09:21 AM
17 Jul 2017, 07:59 AMHighfiveeeee
IS-2 paired with Su-85 or 76 is a fucking beast. The tank is not the Shock one we knew from the past, honestly its main gun sucks. But boy, that armor. Every German player has played at least a few games where he fought an IS-2 and every shot simply bounced for 5-10 times in a row. Be it a PaK or a Tiger.
Same could be said for the King Tiger with a pair of Jagpanzers, but the King Tiger has a valid gun and turret... I played a 2vs2 with a random soviet yesterday and I have been the first surprised when he told me he will soon have a IS-2, have been months seen I saw one on a game.
Thread: Company of Heroes 2 needs Punishment for leaver players10 Jul 2017, 13:47 PM
10 Jul 2017, 12:45 PMTigerAce7
The community isn't enough big for that. I'm top100/150 with USF on 2vs2 random, I would most likely never meet any players if I couldn't match team mates.
Thread: Western Front Armies Revamp10 Jul 2017, 12:17 PM
10 Jul 2017, 11:53 AMkitekaze
Not really, the problem with the DHSK is Penal+AT associate with DHSK. Take away any form of AT from Penals and the strat lose its power.
In: COH2 Gameplay
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