Since we have removed the ability of building Howitzers inside the base, what is stopping us from removing the ability of using offmaps inside it ?
USF offmaps already not usable inside base.
Posts: 1960
Thread: Stuka Dive Bomb AoE... Has it been buffed indirectly?16 Oct 2015, 19:28 PM
Since we have removed the ability of building Howitzers inside the base, what is stopping us from removing the ability of using offmaps inside it ? USF offmaps already not usable inside base. In: COH2 Gameplay |
Thread: Oct Balance Preview Patch Notes Gathered WIP15 Oct 2015, 01:38 AM
Why should it be? You want to keep instawiping 4 men units? lol - It rarely wipes 4 men squads with the current AOE of 6. It doesn't have the accuracy of the LeIG so a AOE of 4 makes it nearly useless. It's a 56% nerf against a unit that already doesn't perform as well as its OKW counterpart. In: COH2 Gameplay |
Thread: Oct Balance Preview Patch Notes Gathered WIP15 Oct 2015, 01:00 AM
Balance Preview Updated 10/14/2015 Did the AOE of the pack howie get set back to 6? In: COH2 Gameplay |
Thread: [Balance Preview] Pack Howitzer vs Infantry Gun13 Oct 2015, 02:23 AM
Initially this was posted in the October Balance Preview Feedback thread, but I'll put it here too for visibility and discussion: Good luck getting any traction with this. I said something similar in the larger October balance thread and it was mostly ignored with one person saying that the pack howie is okay after the nerf. I mostly play OKW and USF. In 1v1's, I'll sometimes get 45-50 kills with an ISG (which leads to comments about my lack of skill and sexual preferences). I get barely over half that with a pack howie that costs more and has two more pop cap. The only time I like the pack howie better is when destroying buildings, bunkers, and trucks. If one of these should have been hit harder, it should have been the ISG. In general, they both should have been nerfed because they've made the game not fun. It really isn't fun to play an hour-long 1v1 that turns into an arty fest. In: COH2 Balance |
Thread: October Balance Preview12 Oct 2015, 01:12 AM
Still I do not think the 15% more range mad the ISG broken, but more the insta pinning. Just the insta pin or insta pin plus the incredible accuracy? It often snipes UKF snipers. I tested the pak howie in a comp stomp. I'd be surprised if anyone complains that it is OP after the nerf. The AOE is almost 60% smaller than it was, and it doesn't have the sniper like accuracy that the ISG does. Combine that with the rof nerfs and the new one will have about 25% of the combat capability of the old pak howie. I didn't like having games devolve into arty-fests but going nuclear on the USF's only non-doctrinal indirect fire is going overboard. In: Lobby |
Thread: Close Air Support Doctrine8 Oct 2015, 01:44 AM
Relic gave it to everyone who played during the MLNW event, which was a shit decision as it was badly overpowered back then. It has always been available as war spoils. In: Lobby |
Thread: 1v1 USF improvement6 Oct 2015, 01:47 AM
When playing USF, how do you pick doctrines to react to opponents? Also, if you're trying the triple officer and not going airborne, what do you use? In: Replay Reviews |
Thread: Another bug & balance list6 Oct 2015, 01:40 AM
Relic added this bug to their database, but they think it is when the squad loses all of its original models. In testing, I've seen squads lose the ability when one to four models are lost. It seems like it is tied to one specific model, like you said. Also, looking at the vision range, I'm pretty sure that the ability is given only to one model which causes some strange (and not good) effects. In: COH2 Bugs |
Thread: Bulletin's3 Oct 2015, 16:31 PM
hey guys, im just curious about bulletin stacking, Google is your friend and can answer this question quite well. Almost all bulletins stack, but they're multiplicative. For example, when dealing with USF AT gun or Soviet Guards: pathetic_penetration_value * 1.04 * 1.04 = infitessimally_less_pathetic_penetration_value In: COH2 Gameplay |
Thread: Killing Kingtigers as USF (2v2)3 Oct 2015, 13:18 PM
Just push it off,you dont have to kill it. Just push it off and grind away at his support when it's pushed off. This. The worst thing that you can do is to sacrifice a couple of tanks trying to finish off a heavy. I've done that and it usually costs me the game. If the game has gone long, your reward for killing the KT may be that your opponent brings another one out immediately after you kill the first one, then you have to face it with your units that were beat up by the last KT. (I often have this problem, except substitute Crocodile for KT) In: COH2 Gameplay |
![]() |
![]() |
![]() |
119 | ||
![]() |
![]() |
![]() |
914 | ||
![]() |
![]() |
![]() |
60 | ||
![]() |
![]() |
![]() |
6 | ||
![]() |
![]() |
![]() |
3 | ||
![]() |
![]() |
![]() |
1 |