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Thread: What does this message mean in multiplayer matchmaking?29 Mar 2018, 15:04 PM
You can't host a game on this map if you don't own the DLC. In: Lobby |
Thread: How would you change coh 2?29 Mar 2018, 15:02 PM
- No more early faction design vs late game faction design - No more evident gap faction design to create artificial special snowflake - No more specialised faction vs non-specialised faction design - No more Sniper that kill full health models, JLI and Pathfinder concept are in my opinion the way to go for Snipers. - Reduce engine damage use and gives handled AT other capabilities, I understand Coh2 is balanced around this concept but that doesn't mean Coh3 should be. - Create a competitive matchmaking area where dumb units aren't available. Stuff like Jgtiger, Elefant, Sturtiger or ISU-152 and such are fun and all but difficult to balance when half of other factions doesn't have any equivalent. The same concept as pool map could be applied for Commanders in this area. In: COH2 Gameplay |
Thread: Performance and cost efficiency of massed SU76s vs SU8528 Mar 2018, 15:37 PM
One SU76 vs one SU85 or a bunch of SU76 vs one SU85? Because if you had to fight any tank with one or the other, would you blindly select the SU76? I didn't disagree with you on the fondemental of this Topic, there is an issue with the SU76 and I give my thought on what could be a good solution to solve it. On the list I provided, maybe the PUMA isn't relevant I was including all medium stock tank destroyers. Other than that, they all share the same issue, they overperform when vetted and only the jpz4 can't be spamed. At the end, if you decide to nerf the SU76, you'll end why two possibilities > or you use your hammer and nobody will use the unit anymore, or you don't and players will be still spamming them. And I just want to remind you that maybe spaming a certain type of unit isn't fun to play but that's a strategy like any others, you can't deny people to do it, just increase its price so it increases its downside and let people counter it more easily. In: COH2 Gameplay |
Thread: Performance and cost efficiency of massed SU76s vs SU8528 Mar 2018, 12:43 PM
What about panthers and elef/jtg? Stugs and jpz4 aren't more dedicated to counter late game tanks that the SU76. I'm not the one here comparing TDs, you are. I'm saying all medium TDs should be able to perform their role late game if preserved. In: COH2 Gameplay |
Thread: Performance and cost efficiency of massed SU76s vs SU8528 Mar 2018, 08:02 AM
A SU76 should be able to damage an Elefant yes, as much as a Puma, a stug or a jpz4 should be able to damage Allied late game tanks. And wonderfully they all do. Now maybe the SU76 vet too fast, maybe it can be twicked but nerfing it to the way it becomes useless after a certain point of the game is going against design where we want all units to be relevant all the game long. You build your SU76/PUMA/Jpz4/STUG, you fight with it, you keep it alive, you vet it, your reward is to be able to use it vs bigger cats. The problem you are exposing is clearly that it can be spammed. It is far easier to spam and vet three SU76 than one alone and since on teamgame, the number of potential targets is higher, they vet way faster than usual. Does it means that it is the case on 1vs1, definitively not so you can't simply nerf its stat and vet. How to make sure the unit stay relevant on 1vs1 and cannot be spammed on teamgame, they are probably different options, the one I propose is simple: increase its popcap, it doesn't affect much the player on 1vs1 and it reduce SOV players army size and reinforcement power if he decides to spam them on teamgame. In: COH2 Gameplay |
Thread: No Point to Schwerer Flak anymore?28 Mar 2018, 07:40 AM
You also could have say like Ostheer free LMG/Nade upgrades. Nobody is complaining about the Schwerer existence but someone is thinking its useless because it has counters... and people know to use them. Now as for USF, a good revamp with removing free-but-not-so-free officers and adding more flexibility would be greatfull. In: COH2 Balance |
Thread: Faymonville House27 Mar 2018, 17:21 PM
The thing is Faymonville is extremely annoying since the only has one door which is on the wrong side for the defender. It's annoying as fuck as you need to grab the garrison first to prevent harrassment. Only Ost needs to build T1 first so pios are delayed. Those crucial seconds mean everything. Just because of the stupid house, I usually get ostruppen on this map so I don't need to get T1 and my pios can get there first to wire off the door. Only to my dismay, the stupid delay entering mechanic fucked everything up. Does door wiring work anymore after the delayed entering? That more or less the purpose of those houses, if your opponent garrison it, you can garrison his... with your HMG42 so nobody get fuel. Or you can rush the fuel with the house giving you advantage, garrison the house, take the fuel.
Yes let's delay even more Ost T1 \o/ In: COH2 Bugs |
Thread: pzgren should be wehr's dedicated tank hunters27 Mar 2018, 15:18 PM
When you are base locked, you can't! ![]() In: COH2 Balance |
Thread: Performance and cost efficiency of massed SU76s vs SU8527 Mar 2018, 11:22 AM
Not sure if making it useless late game is an viable option. The SU-76 is fine on its own, so if the problem is spam why not simply strongly increase its popcap so spaming it comes at a cost. In: COH2 Gameplay |
Thread: What to do with the KT?26 Mar 2018, 15:06 PM
Is it so bad on 4vs4? Haven't play that mod since the patch. Still a pain in the ass on 1vs1 to deal with but at least it doesn't one shot anymore anything on feet. In: COH2 Balance |
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