.50 will be a bit more useful. I have see that in the Brit patch riflenade will be nerf and now the .50 has more survivability on retreat.
BARs modification on the move is weird imo. I would have make the stat modification on RM itself, cuz now RE are going to be far more interesting to flank with BAR.
RM vet upgrade is all good, 10% faster vet bulletin is going to be a must have.
Sherman buff is good, more survivability was a primary buff I would have add for sure to leave it as a flexible armor platform. With the coming of OKW super Pz4 as stock, Stug being up, sherman was a non-good option for USF.
So far, happy with the changes.
And for 3vs3 and 4vs4, better shermans and better rifles is going to help a lot to play because at the end those 2 units are the backbone of your armies.
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Post History of Esxile
Thread: Upcoming Patch Balance Preview by Jason Lee3 Sep 2015, 08:40 AM
In: Lobby |
Thread: Elite troops is fair2 Sep 2015, 12:17 PM
If you are able to save up 800 MP you either have won the game already or lost it and the Tiger won't save you. Obvious troll is obvious. In: COH2 Balance |
Thread: Dump Ost sniper into T21 Sep 2015, 15:55 PM
Make Tommies non-sniperable while in green cover and increase shot missing value while in yellow cover. Just to reinforce the cover bonus system. In: COH2 Balance |
Thread: British (trial) ninjas1 Sep 2015, 13:24 PM
USF Medic gun cooldown from min 0.75 max 1.5 to min 0.375 max 0.5 I can see the abuse coming and the first OP thread on 3rd of September. In: COH2 Gameplay |
Thread: Is the 3v3 and 4v4 general balance ever going to be fixed?31 Aug 2015, 15:16 PM
1- Not since Dota and LoL 5vs5 players dominate the competitive scene. Mentality is changing and following those 2 games (and their other equivalent), people are most likely to be interested in teamgame and teamplay than only 1vs1. Same if teamplay means random team vs random team. 2- In the past, 1vs1 "appealing" was also most likely due to poor connectivity and computer capabilities. Running a 4vs4 SC or Coh1 wasn't something everybody could do 4-5 years ago. Today, apart from a bad configured 3dengine, nothing stop the majority of players playing 4vs4. 3- You are losing nothing, someone good in 1vs1 have greater chance to be good also in 4vs4. Micro and macro are dealt at another level. of course there are exception but those doesn't make the rule. 4- SC2 brought some good new concept with the base/resource sharing between team mates. Coh2 is still late and doesn't innovate enough in my opinion. Example, Attrition mod is really interesting but because it still an "unofficial" mod, it is not enough promoted and so cannot be improve and so bring more innovation and etc... -5 Social aspect, team vs team bring more drama, more social, more interest to the community, so community has more interest and so can grow bigger. Like I said, I think by the fact Relic isn't innovating in the game mode available and unable to improve the 4vs4 experience, they are restraining their own community in it potential expansion. People are bored of only watching competitive 1vs1 (same if it is always good to watch), they want to feel the other aspects of the game with large move, team play, simultaneous micro and macro etc... In: COH2 Balance |
Thread: USF needs31 Aug 2015, 10:44 AM
Making RM more durable will reduce the mp bleed. This and correcting the thousand bugs impacting USF faction. After, that's just my feeling, I'm not struggling using M36 or M10 because of themselves appart from pathing issues. But it becomes quite complicated with nothing being able to stand more than 5 seconds vs anything Axis can field in late game. In: COH2 Gameplay |
Thread: USF needs31 Aug 2015, 09:14 AM
Yes and you take a risk, your Panther can be damage + engine damage by a riflenade during your rush, you can hit a mine etc... That's risk/reward. Where is the risk of having a M36 spotting for himself behind your line? SU85 and JP4 have it but they are turretless. USF is design around RMs being backbone of the army. Actually they aren't past 10 min mark. So let them being it all the game long and that would probably solve many of the USF issues aspect. In: COH2 Gameplay |
Thread: USF needs31 Aug 2015, 08:16 AM
TDs are mean to counter Axis tanks. And they are already doing good today, you don't want to buff them to do their job otherwise you'll simply make Axis armor useless. Even more since Heavies has been reduce to 1 per player. USF doesn't have any problem to counter Axis armor in a vacuum. It has problem to micro its combined arms. it has problem when Axis comes with a bunch of grenadiers + indirect support that wipe your RMs in no time. Or you micro your TDs and you lose your RMs, or you micro your RMs and you lose your TDs. Buffing the TDs would not solve all the other aspect of USF issues, it would probably make Axis player ask for a TDs nerf and spam more inf. In: COH2 Gameplay |
Thread: Take out Tiger Ace... It's a total cop out31 Aug 2015, 08:03 AM
ATgun can do nothing vs it. best ways to deal with is: 1- Backtech T1 and build a m20 + mines + your usual AT stuff. or 2- 2 Jacksons with a lot of micro (3 is better) or 3- M10 spam. Or a mix of all of the above. In: Strategy Desk |
Thread: USF needs31 Aug 2015, 07:54 AM
If you want to fight confidently play Axis. M36 or M10 plus scope would simply be OP. Not need for that. Make RM more durable with vet so you can leave them alone more time while micro your other units. It seems simple but there is not need to make it more complicated. RM with a better durability = Stay longer on the field, can give vision, screen and support your TDs. This or add whatever elite stock troop you can replace with when you lose your RMs. In: COH2 Gameplay |
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