Recon just needs Greyhound reworked and airdropped combat group changed to something useful. I use it once in awhile.
Revert canister shot to its old values (or SLIGHTLY less). It used to be great for punishing blobbers but with low hit points would die really fast to a shrek blob. Unfortunately, being able to punish blobbers was something clearly unacceptable to the A-moving community therefore they whined hard here until Relic nerfed into oblivion.
Spending 900 mp for two paratroopers with bazookas and an unmanned AT gun? Probably the worst high-cp ability in the game.
If they made any changes to pathfinders, they should add a mine-laying ability which would fit in more with their role. No permanent sniper, maybe a snipe ability that costs munitions. USF somewhat OP right now in 1v1's, but this commander isn't part of that.
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Thread: Add a Marksman to USF Recon Company?10 Nov 2015, 14:42 PM
In: COH2 Gameplay |
Thread: 4v4 can't be balanced, they said10 Nov 2015, 14:30 PM
+1, especially the part about 1 player camping, while the other 3 get pounded 4v3 on the other two points.
When I said unbalance, I meant greatly skewing the win rate. The JT and Elefant are still OP but there is a similar amount of cheese available to allies now to deal with them (also, they're really expensive so they should be a little OP). A year ago, players could just park a couple Elefants/JT's on two of the vp's and win in a 4v4. The ISU is really bad for the cost now. The shell trajectory makes it hit almost nothing unless it is firing downhill and the AP shell doesn't reliably penetrate anything heavier than a Kubelwagen. In: COH2 Gameplay |
Thread: Why do S mines have signs?10 Nov 2015, 08:08 AM
I thought the whole point of mines was to use surprise. S mines are the most expensive mines in the game, and they come with signs. Why? The same size minefield would cost 120 muni from any other faction (maybe the equivalent of 160 muni for OKW because of resource penalty). Granted, the other mines are dual purpose but they're still as expensive as an AI and AT minefield combined. I do think that OKW should get a cost decrease on their mines, especially with the current Crocodile infestation. In general, I'm not a fan of the signs. My guess is that Relic thought that it was a fair trade for the mines being more lethal. In: COH2 Balance |
Thread: 4v4 can't be balanced, they said10 Nov 2015, 04:14 AM
All four game sizes can be fun (Yes, there is a fourth mode called 3v3 that Relic cleverly hid between the 2v2 and 4v4 modes). IMHO, the units that used to unbalance the 4v4's were ones like the JT's, Elefants, and pre-nerf KT which (with the possible exception of the KT) didn't effect 1v1's so much. The 26 pop cap that accompanied those, match with another 20-30 pop cap to keep it supported often meant that the axis player didn't have a lot of capping power, and not supporting it could get your Elefant killed by a lowly T34/76. Since the arrival of the 6 pounder and Churchill, those units don't unbalance a 4v4 very much, if at all. Also, the synergy that used to be mostly just with Ost and OKW now can happen with UKF and either Soviet or USF. In: COH2 Gameplay |
Thread: Centaur3 Nov 2015, 16:31 PM
The centaur seems really bad to me now. I have had no success with this unit at all since the nerf. I think the nerf was justified, especially against units in buildings. However, with its reduced DPS and extremely slow speed it seems completely pointless to get this unit when for just 20 mp more and 10 fuel more you could get the extremely capable and versatile cromwell. What do you guys think? I've only played a few games since the patch but have not been able to use this unit effectively. It can really struggle to get mg's out of buildings now. It went from wiping them before they had a chance to retreat straight to being really bad at clearing buildings. It still seems okay versus infantry in the open but combining the slow speed with the damage nerf makes it underwhelming. It's really vulnerable to faust + pak 40, and somewhat vulnerable to shrek blob. In: COH2 Balance |
Thread: Yay. Axis team game is hopeless now.3 Nov 2015, 16:15 PM
Awesome comeback. Good job of keeping it civil. ![]() The only game mode where there is a huge difference in win rates is 2v2. In that mode, the to 200 axis players have less than half of the games played compared to the top 200 allied players (all factions combined). This skews the win rate for the same reason that 3v3+ can get skewed. If synergy was the cause, why don't the 3v3 and 4v4 win rates show the same pattern? Many of the axis players on this thread were really good at using the platitudes before (l2p, l2adapt, allied units just look cooler, shouldn't play with randoms, people want to be the good guys, search rates don't mean anything, etc). Why aren't you using platitudes now? In: COH2 Balance |
Thread: Yay. Axis team game is hopeless now.3 Nov 2015, 02:39 AM
Here is a great thread from the past: http://www.coh2.org/topic/36266/balance-data-since-the-patch/page/13 So when the axis were on top, the win/loss stats were meaningless and the problem was either the data set, arranged teams vs random, or some other argument that really meant that people who play allies were deficient. Now that the win ratios are close, the game is broken and these stats are really, really important, especially if an Allied win ratio is marginally larger than an Axis one. Most of you who are crying now thought the game was great when there was a 30% spread in 4v4 win rates. In: COH2 Balance |
Thread: Sov sandbags' size disadvantage2 Nov 2015, 06:01 AM
All faction sandbags have a normal size not allowing enemy to use your sandbags if they are placed behind the point. The other factions have smaller sandbags because their squads are generally smaller. If you want this to be perfectly symmetrical, you could ask Relic to change conscripts to a 4 man squad, but hopefully they would ignore you. In: COH2 Gameplay |
Thread: JU-87 AT Strafe Loiter is broken2 Nov 2015, 04:45 AM
keep your AA in the base for it to just shoot down enemy loiters. at most theyll get 1 pass with each plane before getting shot down, and thats 200 munitions down the drain for the enemy player. same goes for typhoons and p47s, get AA to hard counter these expensive abilities, its definitely worth it. This would mean getting a lieutenant, captain, major, AA halftrack, in a 1v1, and leaving the fuel-expensive AA halftrack in the base. Have you ever pulled this off against a similarly-skilled opponent? I just tested CAS to see if it changed in a test 1v1, can post replay if needed. First call-in -- First pass - knocks out AA gun, almost kills AA halftrack, eventually kills Stuart and rifle squad in green cover... USF can't leave base on Langreskaya, and even base is unsafe. Second call-in - First pass kills AA halftrack, "loiters" back to base and almost wipes out rangers in base, comes back to wipe full health captain in yellow cover, almost wipes rangers in yellow cover, nearly kills Sherman in base...Again base-pins USF for 200 munitions I don't mind this "skill" in larger game modes but it really affects 1v1's in a negative way, like the old B4, Churchill croc, etc. In: COH2 Balance |
Thread: JU-87 AT Strafe Loiter is broken31 Oct 2015, 03:55 AM
They aleady nerfed it right? They changed from 1 plane to 2 and made each do half damage of the previous, but in effect it turned out to not be a big nerf. Depending on where it gets launched, Shermans and Jacksons can have a hard time getting out of the targeting area. It still kills Jacksons, M10's, AA halftracks in one pass. The M15 AA halftrack used to hard counter the Stuka loiter when it was one plane. When Relic changed the halftrack, it improved the AI performance in a way that it didn't really need, and it nerfed the AA ability. This was especially bad when combined with having 2 planes to shoot down instead of 1. Now it would take at least two AA halftracks and probably three to counter it. I've tried countering it in 1v1's with a single AA halftrack and lost the AA halftrack to the plane a couple of times. In: COH2 Balance |
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