dude
it was about AEC at least read in context
Wut, I mixed your post with Matrix300 one's, sorry mate.
Thread: Mobile Defence doctrine5 Jun 2018, 06:26 AM
dude Wut, I mixed your post with Matrix300 one's, sorry mate. In: COH2 Balance |
Thread: Mobile Defence doctrine4 Jun 2018, 19:00 PM
Same goes for the Ostheer player, thus you are arguing in favor of putting the Puma behind tech. End of the story. In: COH2 Balance |
Thread: Mobile Defence doctrine4 Jun 2018, 16:08 PM
actually the puma is less accurate on the move and has crappy mg (the mg shots can pen the armor of the puma and u get the idea) Puma and T34 have around the same cost while one requires full tech. Jackson and Stug have the same tech price but one is 1.5 more expensive that the other one. And one stug doesn't counter one Jackson but two yes, number you should have a couple of minutes later after a Jackson hit the field. Which bring us to the sole problem here with the Puma/T34, by the time you have a T34, Ostheer have 2 Puma and this is no match for the Soviet. In: COH2 Balance |
Thread: Soviet KV1 Commander's choice4 Jun 2018, 09:17 AM
I edited my main post, I want to focus the topic more on 1vs1 strat. Anyway, I was joking about Panther/Hans/Lol video, I strongly think the panther is the natural go to counter KV1. But I also think KV1 does very well not only versus mobile defense but also T3 rush strat. Pz4, stugs and jpz4 have really hard time to penetrate its armor. KV1 is good, I can only tell you to give it some tries and see by yourself. Imo if the KV1 isn't seen much in 2vs2+, this is only because nobody think about it. KV1 is quite a monster in teamgame with a bit of strategy, I lately overplayed with them on 2vs2 and 4vs4 random and teamgame and my feeling is it does really great in those mods. |
Thread: Soviet KV1 Commander's choice4 Jun 2018, 06:34 AM
Hail all. (1vs1 topic here, sorry for the late mention) So the KV1 reveal itself being a really good asset in the current meta, at least vs Oshteer. It counters well 222 / Mobile defense strat and Ostheer T3 rush with multiple Pz4. Vs OKW it also does well, we all have Helpinghans short video getting crazy when its command panther get killed by a chasing KV1. So the ultimate question is: what KV1 commander fit better. In the following picture, all "hirt the dirt" abilities have been replaced by a KV1 KV1 commanders are: Counter-Attack Guard Rifle combined tactic Conscript support I see VonIvan using a lot guard rifle combined tactic but I personally felt in love with Conscript support. So I would like to know your arguments on which commander fit better and why. If VonIvan could see the topic and explain his choice, that would be great! |
Thread: Mobile Defence doctrine4 Jun 2018, 06:16 AM
Speak for youself mister rank1000. In: COH2 Balance |
Thread: Give OKW flame nade a tech cost?31 May 2018, 19:10 PM
no it does not cost fuel Please guys, I was saying you need 30 fuel before being able to use the Wasp, not that it cost 30 fuel each one. Like it is not a T0 ability. In: COH2 Balance |
Thread: Give OKW flame nade a tech cost?31 May 2018, 09:22 AM
Back then, riflesmoke costed 25 fuel, nothing really T0 out of the box when the game start. OKW has garrison counter with the ISG at the moment. And putting flamnade behind a paywall isn't equal to remove it from the game, UKF also has to pay extra fuel to get their garrison counter. We could also argument that OKW is the strongest starting faction: you can clean, occupy and hold any house you want with your starting SP except vs UKF. Not to mention if OKW isn't that great in garrison cleaning that early the faction is king of the open field and capping with the fast capping kubel and volks being able to build their own cover. I don't understand your focus on what I said on the Stuka, do you disagree with Stuka being best Garrison counter? Doesn't stuka wipe majority of wooden buildings in one barrage? Doesn't Stuka ensure you to hit the area you selected? How many stuka Barrage does it takes to take down the strongest garrison building vs other rocket arty? Now it cost fuel, better have to. Let's just me remember you one more time the argument I had and you can't deny: OKW T2 has a garrison cleaner tool in it. The same way USF has a garrison cleaner tool in its T2 which I will never deny. Next, I don't really give a damn to provide you a replay on a faction I don't like to play, I'm not telling you how to play your faction, I'm telling you there is a garrison cleaning tool in your T2. You tell me it is not viable to use it in 1vs1, very well I understand that, then go T1 when there are many garrisons on the map and use T2 first on open map, or ban heavy garrisoned map from your selection. It is not like COH2 is a game about strategy and adaptation, if Luch rush doesn't work on urban map then adapt, I think OKW T1 is still good after the patch to be used in such maps. Now I'm looking back into the topic to find your point against putting flamnade behind a paywall. find it, not really convinced but I think I'll stop here. In: COH2 Balance |
Thread: Give OKW flame nade a tech cost?30 May 2018, 17:35 PM
OKW didn't lose anything when the leg was buffed because it was always a part of their roster. Can you remind me where th mortar came from? There's a huge HUGE difference in having a unit buffed to fill its role and a unit added to add diversity Good point, and about OKW smoke and incendiary barrage coming from nowhere? In: COH2 Balance |
Thread: OBK buildings in disadvantage30 May 2018, 17:16 PM
And less durability the farest they are. That's a interesting proposal, what would be the malus for a truck deployed close to a VP which are usualy at the middle of the map? In: COH2 Balance |
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