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Axis doesn't have the best AT options in the game
Post History of NinjaWJ
Thread: suggestion to deter blobbing volks shrecks31 Dec 2014, 19:23 PM
but Allies can pick up the schrek and fight the enemy with it hehehe In: COH2 Balance |
Thread: soviet t1 useless aginst okw faptrack31 Dec 2014, 18:44 PM
If it makes you feel better US T0 and Lieutenant tech is pretty useless against it too. The unit shreds infantry but i feel like it is balanced since it needs to set up. HOWEVER there is this weird bug (or feature) that players can move the flaktrack in half-set up mode. This makes the unit start firing as soon as it stops going back to soviet t1 and what you said, US Lt. tier, it really is frustrating. These tiers have no good AT (but doesn't the US Flaktrack counter many light vehicles?). It would be nice if there was better intra-tier dependence so you can mix and match commanders and tiers better, |
Thread: A suggestion to fix Shrek Volk blobs31 Dec 2014, 18:34 PM
how about making the schreck on the volksgrenadier squad have a higher chance at dropping In: COH2 Gameplay |
Thread: suggestion to deter blobbing volks shrecks31 Dec 2014, 18:32 PM
how about make volks drop the panzerschreck more often? it would be an interesting way to balance them In: COH2 Balance |
Thread: Where is Soviet war machine31 Dec 2014, 18:05 PM
There will probably be an Axis War Machine in a future commander In: COH2 Gameplay |
Thread: Forward Headquarters broken?31 Dec 2014, 17:52 PM
i know it is tough, ive faced the FHQ several times myself and it was a pain. It is difficult assaulting the FHQ due to the infantry aura, so MGs and mrotars would be your best best to manpower bleed the enemy. The mortar halftrack comes out fairly early and has the brilliant incendiary barrage which can scatter the enemy. YOu can do this on fairly low cooldown and wait for your teammate to build a Stuka. Coordinate with your teammates to lockdown that area to prevent the enemy from moving forward. You can also try to cap other places in order to force the enemy away. I think th number one priority is to keep them contained in an area and and to prevent them from "leapfrogging" FHQs In: COH2 Balance |
Thread: soviet t1 useless aginst okw faptrack31 Dec 2014, 17:42 PM
ughh im having the same issue. i hate how you are boxed into taking t2 after t1 or calling in guards. T1 should have its own AT like the OKW medic truck |
Thread: Forward Headquarters broken?31 Dec 2014, 03:46 AM
there is also a commander in OKW (i forgot, but it has to be a commander) that gives Volks a very good grenade. My OKW teammate usedhis Volks to lob several of them into a building and it instantly went down. In: COH2 Balance |
Thread: Axis heavy armor needs nerf or Allied AT needs buffs31 Dec 2014, 03:12 AM
can you please stop going into every thread to say how USF wrecks OStheer. You can make your own mega thread if you wish In: COH2 Balance |
Thread: Forward Headquarters broken?31 Dec 2014, 02:06 AM
The ability should be forced into either CP-1 or restricted to buildings that are in an owned/friendly territory. On maps like Rostov on Don or La Glieze though, it's very game-breaking and can end a match before it even begins. no it is not... no player should immediately select commanders at the beginning of the game. Once you see a fast FHQ, OKW should get a Stuka and Ostheer should get a mortar halftrack. These units counter the FHQ well. If you don't have any of those, then is suggest locking the area down with mortars and mgs. It also costs 60 fuel, so the SOviet player will be using manpower-only units for a while In: COH2 Balance |
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