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Thread: Aggressive Ostheer play vs defensive USF play8 Feb 2017, 15:23 PM
Something wrong? shouldn't be the opposite? In: Replays |
Thread: Commander(s?) with camo ability2 Feb 2017, 14:55 PM
This is clearly the issue right now. Looking forward with the WBP, to see if the survivability boost (aka spacing change) will make Ostheer squads more interesting to camo. Actually the camo really worth it on a couple of HMG42 it make them really difficult to take off and is kite amazing late game when you fight for the vp points and both sides have few units left. |
Thread: Debuff for blobs2 Feb 2017, 14:48 PM
Lol. I can imagine you only playing Ostheer and whining behind your computer -"BUT WHY MY HMG SPAM DOESN'T WORK!!!" there is a mod if you like realistic approach, tanks oneshoting each other from each end of the map and infantry vision on the half of it. It has a weird name so I can't remember it now. In: COH2 Balance |
Thread: Tiger Ace's resource penalties2 Feb 2017, 14:43 PM
Because the TA in exchange of your resources income isn't a tradeoff? In: Lobby |
Thread: Tiger Ace's resource penalties2 Feb 2017, 11:22 AM
Why should it be replaced with a KT? if you have to pay it with fuel, you can't have your medium tanks supporting you. Unlike any other examples you mentioned, TA is unique, you lose it its gone. It comes in a way you can have whatever units costing the amount of fuel you want, if you keep enough popcap you can call it. Yes it goes against unit preservation rule, but today it doesn't break the balance. In: Lobby |
Thread: Tiger Ace's resource penalties2 Feb 2017, 08:36 AM
Good players are usually the minority. Not only the unit but the commander is viable even without using the TA. However you definitely need to be good and be able to preserve your troops till you use it. A TA alone is a dead unit if your opponent has AT. A TA supported with 2 or 3 Pz4/ostwind/stug and infantry is a beast. In 2vs2+, a TA supported with panthers/KT is also a beast. In: Lobby |
Thread: The Problem with CoH2’s RNG: Consistency2 Feb 2017, 07:56 AM
snip RNG is consistent in its inconsistency. Lately I had 2 tank destroyers and 1 atgun firing at a Tiger 6 shots. 6 bounces leaving the Tiger unharmed. If those 6 shots would have penetrate, the tiger would have been dead. This kind of RNG is impossible to prevent and completely turns the tide of a game. Every time I play vs OKW, the first encounter between my main squad and his Sturmpioneer is purely RNG with huge consequences. This is usually me being in cover and the sturm closing in. 1- Sturmpio lose 1 member closing in and another just after reaching me = I won and he has to retreat 2- Sturmpio lose 1 member closing in but no more = I have to retreat This single action completely decided by RNG turn the early game tide of the game. There is no micro, nothing I or my opponent can do to change that. 3- Sturmpio don't lose any model closing in and reach less than 30% life full squad. Here I'm usually like "what the fuck". In: COH2 Gameplay |
Thread: Debuff for blobs27 Jan 2017, 19:01 PM
Hmm... So it shouldn't be about nerfing blobs, it should be about buffing counters? Nop cuz we all know what does mean super HMG = spam and kill any infantry play. Do you expect an Atgun to stop a swarm of 3-4 t34, pz4 or shermans? nop. Same applies here. You cannot expect a single unit/260mp stopping a multitude of units costing 270mp+120/140amo each. In: COH2 Balance |
Thread: Debuff for blobs27 Jan 2017, 12:34 PM
Since there isn't a unique definition of what is a Blob, you'll never see anything like you dreamed. Saucisson is even telling you that 2 RM+1919 vet2 are wiping unsupported HMG42, is 2 squads a blob? What he isn't telling you is that using armored piercing round will surely change the tide of the encounter. To make a close comparison, are 2 sherman/AI within the range of a pak fighting against it and winning an issue? because it is exactly the same concept. Hard counter countered by it's own prey. HMGs already has been buffed vs blob, but in late game with the thousand of yellow cover popping everywhere, they lost their impact on the game. Blobbing is a strategy that work better vs bad players, good players usually know what to do to counter it. If you improve your skill, you'll finish beating them hard and you'll not face them anymore after some games. On the other side they'll never improve their skill and stay where they are in the tide of the automatch ranking. In: COH2 Balance |
Thread: Relic Winter Balance Preview v1.6 Update21 Jan 2017, 15:11 PM
Imo, you focused too much on Penal, slightly nerfs on them and Guards would have been enough. In: COH2 Gameplay |
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