The mechanism is stupid, the cost argument is irrelevant because it doesn't stop the mechanism to be stupid.
We put red smoke to allow players to counter-play off-map arty, off-map plane strike and still those abilities are much more expensive but there is no other counterplay than wiring/mining the entire map to counter this mechanism. So to deny a one click mechanism with huge impact you need to constantly micro your engineers to mine and wire every single building. Obviously all of this while your opponent don't and can focus on choke points combats.
Imo, you shouldn't be able to pop out building if your opponent have enough vision on it to see which units are inside. This would be a great limit to the ability. So you cannot pop out of a building next to a unit and destroy it just because there is absolutely no way for him to react in time.
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Thread: Popping out of buildings22 Jan 2016, 11:47 AM
In: COH2 Balance |
Thread: Panzer III21 Jan 2016, 08:52 AM
I don't think Relic will add any new stock units anytime soon and I'm pretty sure OP wanted it doctrinal. Only thing Relic did in the past is switching a doctrinal unit with a stock one. So if we consider Ostheer lack of medium tank design that much impacting today with the meta evolution, which units could be swapped from stock to doctrinal to replace Stug-E or Puma and having it T2 unlocked after BP2. I'll say Stug-G for the Puma. So Ostheer has access to a light armored unit countering fairly well Stuart/T76/Sherman and the Stug-G could take place in those doctrine with an increased CP requirement. In: COH2 Gameplay |
Thread: Panzer III21 Jan 2016, 08:31 AM
There is already a Stug infantry tank (don't remember its letter) There is already the Puma to counter light/medium. There is already the command tank to counter medium/infantry. i understand the reason for asking new toys but not really the need of this one. In: COH2 Gameplay |
Thread: Panzer III21 Jan 2016, 08:19 AM
Don't you already have the Puma? Better than Stuart and available between T2 and T3? In: COH2 Gameplay |
Thread: Calliope commander every single game20 Jan 2016, 14:08 PM
It doesn't really change the fact that USF do shit after 15 minutes in teamgame. You can reduce the Calliope armor (and its price), people will still select it because the commander offer solution to most of the USF gameplay gaps. There is one way to make it less used, nerf it to the ground because right now there is nothing except the pershing valuable past CP8 on USF doctrine that is usable in teamgame. Nerf it to ground, nerf the pershing as well to make sure it is not the only last call-in/ability interesting past CP8 and there you'll have people playing all other commanders. In: COH2 Gameplay |
Thread: So, the meta.20 Jan 2016, 10:17 AM
Not all factions have easy access to mortar. this is why you go building first with those factions. In: COH2 Balance |
Thread: Sdfksz 222 Revamp20 Jan 2016, 10:15 AM
We already see in this game that price isn't a performing counter to OP units. Buffing 222 will simply result in killing entirely USF/Sov T1 and any doctrinal light units they can field. With in addition making them on the backfoot where the 222 push and at the same time in trouble while attacking vs MG42 locking territories. 222 is like any other scout car: past 5 minutes if they are still alive their role is to scout and protect your flank from lone caper squads. Now if you consider scout cars as a hole need a better role mid-late game, we can discuss it but I'm not sure something good will came from it without changing too much of the general gameplay. In: COH2 Balance |
Thread: So, the meta.20 Jan 2016, 08:21 AM
Am I the only one that is annoyed (despite the AEC), that every game right now is rushing the first unit to a near building because units in buildings (especially UKF Infantry Sections) are extremely durable and there is no reliable way to get them out as Axis? No you're not. ![]() In: COH2 Balance |
Thread: Calliope commander every single game20 Jan 2016, 08:15 AM
This thread is retarded. Can someone details me the usual Top200 4vs4 Ostheer and OKW BO? Something like: Ostheer x2 HMG42 x2 mortar x2 pack somewhere in the middle a couple of bunkers and mine fields Stale and wait till Pwerfer x2 or x3 + doctrinal Elephant or LeH or command tank OKW x1 Kubel x2 Sturm XXXX Volks x1 or x2 ISG X panthers KT + doctrinal Jag or Sturmtiger, sometime a pak43 as well. Axis 4vs4 Top player gameplay is full def into late game rocket arty supported by super heavies. It is not really difficult to understand USF only has Calliope to break this meta. Have you even try to play USF without it, and I mean without a single calliope in the map? It is simple: rush, cheese, all-in all you have in the 10 first minutes or you lose. I know that, I don't have the calliope. The calliope would be much less see if Axis meta weren't that impossible to counter play on the long run without Calliopes. I mean, even Katys aren't enough in most of cases. In: COH2 Gameplay |
Thread: Sdfksz 222 Revamp20 Jan 2016, 07:48 AM
Unlikely other factions, Sov and USF don't have stock heavy tanks Unlikely other factions, OKW doesn't have stock HMG Unlikely other factions USF and brit don't have stock rocket arty etc... See what I mean? In: COH2 Balance |
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