What I see is this commander ability is great at actually countering Axis meta. I don't understand why people still build arty and mortars vs the commander and not T3-stugs as Ostheer or t2-Puma fast T3-Pz4 as OKW.
This topic scare me a lot about you not being able to adapt to a certain situation. Emplacements can't do shit vs stugs, every time I go Stugs and everytime I destroy them. i force him to brace, destroy the forwarded assembly and then emplacements when brace ends.
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Thread: When will Relic fix the counter barrage cancer21 Apr 2016, 10:49 AM
In: COH2 Balance |
Thread: Another OKW Rework Idea21 Apr 2016, 10:38 AM
Basically I really want to get rid of the Volksgrenadier Panzershreck because I think it enables a lot of bad gameplay. (Not saying it's imbalanced, just that it's a bad idea.) Problem is OKW then needs to receive a bunch of buffs (particularly to anti-tank) to compensate. If you want to reduce shreck gameplay, better for Relic to create second shreck weapon profile specific for OKW with reduced stats. If you make shreck doing only 2/3 of their actual damage, you already significantly reduce the power of the blob. Actually OKW need 4 volks squads to run over tanks, 6 squads would simply cripple their economy and open a huge breach in the IA department. Relic is stuck in a bad position with OKW, they can't really make volks more IA performant because there is already the Sturm + Kubel + whatever specialist from doctrine. Flak HT is a beast vs infantry, almost instant pin anything out of cover and fast enough to kill half of any squad in one volley same in yellow cover. I don't know why you want to remove the setup time, the Flak HT is a defensive unit dealing a shitload of firepower and suppression at the same time in a short time period. In good hands this unit goes easily Vet3+ to late game. if you remove the setup time, you´ll make it completely OP. You also forget the Puma, which is a great AT unit. Problem with Puma and Flak HT is they are dedicated AT and AI units, really good, but requiring micro. While you can have a-move blob of sturm+volks and then spec squads+volks or obers+volks. Imo a simple change that could shake the meta would be to move PUMA T1 with Flak HT, and move shreck (but not flamnade) into T3 or available after building 2 HQs. Forcing players to use mediums + raken instead of shrecks, maybe reducing fuel cost of the Puma, dunno. In: COH2 Gameplay |
Thread: Ostheer and Soviets obsolete?19 Apr 2016, 10:14 AM
Vanilla factions are old school for sure but provides you a large panel of possibilities. There is a reason why Sov and Ostheer are still the most used faction in tournaments, because you can pretty much face any situations with your stock troops to a certain extend which is what the majority of the best players wants. OKW and USF have been design around a lack and strength, ex: lack of early support units option and strong mainline infantry. This was more visible when WFA was release and lot less since OKW has been half revamp. You can still see that in the sniper fight, USF is pretty much fucked vs a good sniper micro which is dumb but as per design a wanted lack. Now are they easier to use, I'm not sure. Are they easier to take in hand, yes probably. but it wasn't the case a year ago and grinding up the ELO system your friend will discover that overcoming an artificial lack is sometime painful. In: COH2 Gameplay |
Thread: One "Major" problem - USF reconnaissance18 Apr 2016, 18:15 PM
The major's recon plane is a pass, while the doctrinal ones are a loiter plane. Not USF one. but who cares? In: COH2 Balance |
Thread: Basic Top 10 Stats18 Apr 2016, 06:50 AM
Current 2vs2 meta is spamfest and coordination between teammates to spam more efficiently so I don't really understand the link with the balance thingy. In: COH2 Balance |
Thread: One "Major" problem - USF reconnaissance18 Apr 2016, 06:35 AM
Only problem with USF reco is for the same price any other faction get loitering reco instead one single strafe. Major reco is actually pretty good in 1vs1, you don't necessary need FRP so you can use the major offensively. In: COH2 Balance |
Thread: Panzer II is built way too fast17 Apr 2016, 09:03 AM
Don't understand how Zis is good vs Luch but not SU76. In: COH2 Balance |
Thread: Is Airborne Company still viable?15 Apr 2016, 13:53 PM
P47 has lost his vision so it will not chase any tank in the fog of war making it quite complicated to use. If only it really deal consistent damage at the first run, it wouldn't be an issue... |
Thread: thx coh2 for keeping RTS alive15 Apr 2016, 13:34 PM
Orks are in there so I may give it a try Coh franchise brought to maturity a lot of interesting concepts exposed already in Dow franchise, soft counters, retreat button, covers etc... in a game mode that is not pure annihilation which brings also a lot of strategy. From that it is difficult to come back to more traditional RTS games. It is interesting enough to see the C&C General is probably the most played RTS basic genre after Starcraft and Coh franchise, the game is also quite old but much more diversified than what have been developed recently. And next you also have total annihilation franchise and some good clones as well but imo this sub-genre of RTS is really specific and it doesn't attract me that much. I really don't understand why no dev studio haven't already try to copy Coh franchise concepts and maybe bring them to another level of maturity through a different game scenario (not WW2). Gree Go, Homeworld 3, and many others seem to be just not enough evolute, when I watch review of gameplay I already felt bored without playing myself. Why none of them even tried to take and implement some of the Coh2 gameplay concept is beyond my reasoning. In: Lobby |
Thread: Let's talk about WM 1v1 balance (again)14 Apr 2016, 18:37 PM
And what do you say when RedxWing Top50 with WM beat a Top100 USF player? Luck? You are really stupid in your fanboyism. If you don't see how RedxWing outplayed him till Kryptic finally decides to build T3, can't help you more, stay in you blindness crying wolves. In: COH2 Balance |
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