Then it should be removed from Panzerwerfer.
it is also my opinion.
Thread: [Relic Must See] Key Balance 1v1-4v419 Jan 2016, 21:05 PM
it is also my opinion. In: COH2 Balance |
Thread: Sdfksz 222 Revamp19 Jan 2016, 21:04 PM
They're seen because Sov and USF need them to stay on the match, not because its cool to have them. Ostheer doesn't need a better 222, they already have powerful tools to manage different aspect of the gameplay. 222 is one of those tool, unfortunately 222 counters stuff that are not meta today and guess what it is also because 222 has been over-buffed couple of months ago already. The unit is too good for what it cost and this lead players to not use scout cars anymore vs Ostheer. What you achieve with your changes is leading players to definitively leave scout car play and adding in the list light armor play. But no worries because you decided to included a increase dps vs infantry as well to be sure whatever Sov/USF/UKF player decides to do, you just need to field a 222 and here we go, countered!!! You just lost the notion of unit usage and dedication balance and weakness and the point that increasing the cost of a unit to compensate its potential OPness doesn't work at all. In: COH2 Balance |
Thread: Sdfksz 222 Revamp19 Jan 2016, 19:24 PM
1- You don't need 222 if there is no scout car on the field. Or 2- You build it to harrass flanks and then your opponent need to build AT or t70/Stuart/AEC to counter it. Your proposal makes it reliable to be build every match so scout car meta is definitively over and light armor are in trouble vs it. don't you see the balance gap it generates? In: COH2 Balance |
Thread: Sdfksz 222 Revamp19 Jan 2016, 18:23 PM
222 is a scout car and actually the best scout car in-game since its counter any other ones. What do you need more? You do not use it a lot because what it's suppose to counter isn't meta actually. To counter light armor you have faust + pack + 2xshreck squads + 222, isn't it enough? In: COH2 Balance |
Thread: [Relic Must See] Key Balance 1v1-4v419 Jan 2016, 17:34 PM
Don't get you, to me the suppression is not something mobile arty should deliver, there are other units dedicated for that. Not to mention two factions haven't access to stock mobile arty which is already a huge gap in the balance. In: COH2 Balance |
Thread: [Relic Must See] Key Balance 1v1-4v419 Jan 2016, 15:44 PM
I like what you say except this part. Mobile Artillery should be doing suppression at all. Because if today you see it as a nice feature vs blober, it also work strongly vs non blober. There is little micro in ordering a barrage on a unit and much more to dodge it, dodging a barrage only to be suppressed is not rewarding the player actually microing its units. In: COH2 Balance |
Thread: How come ppl have probs with FRPs all the sudden18 Jan 2016, 13:21 PM
4 faction out of 5 have FRP... i think the only one who has disadvantage is OST. I trade the ambulance/major combo for sdfk 251 any day. FRP should have more counters than only indirect fire. FRP should have more micro than just being enable once. Now USF and OKW without FRP means USF and OKW should have easy access to HMG/Mortar to hold the line as Ost/Sov I don't like FRP neither but the way those factions are designed make it mandatory. And I pretty sure a blob of shreck/m1919 followed by a reliable HT able to reinforce them in any territories would be worst. In: COH2 Balance |
Thread: Speeding up command points18 Jan 2016, 12:00 PM
USF doesn't receive extra CP early game because they don't build strutures. Expect being around 1/2 of your 1st CP when other factions are CP1 if they build their T1 structure In: COH2 Gameplay |
Thread: List of units that have fallen out of the meta17 Jan 2016, 19:10 PM
You should precise meta 1vs1 or teamgame. WC51 is meta in my hand if the map isn't too much urban. its counter fast Mg42 meta and can rollback OKW early game. In: COH2 Gameplay |
Thread: new AEC is overpowered15 Jan 2016, 09:28 AM
He is rational because he plays Brit. Would have been Sov or USF buff he would not. In: COH2 Balance |
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