The new USF mines are even worse than the old ones.
They changed the icon, size, and cost but not the damage. It performs like the old 5 muni mine.
Posts: 1954
Thread: Mines and Americans.16 Sep 2015, 03:45 AM
The new USF mines are even worse than the old ones. They changed the icon, size, and cost but not the damage. It performs like the old 5 muni mine. In: COH2 Balance |
Thread: How to fix panther spam?16 Sep 2015, 03:41 AM
This may be the best response to a troll poll ever! In: COH2 Balance |
Thread: All factions can create green cover except?15 Sep 2015, 04:59 AM
Ost should at least be able to make sandbags, but along those lines, RE's should also be able to lay mines. Also, bunkers and fighting pits should have a really small target size so that AT guns and tanks don't destroy them nearly instantly. They should still take damage from HE attacks, but probably not as fast as they do (with Ost mortar taking about a minute to destroy pit), and flames should absolutely wreck them. Adding a token pop cap could discourage spamming them. In: COH2 Gameplay |
Thread: How is this in any way balanced?13 Sep 2015, 23:07 PM
The ML-20 was one of the cases where Relic messed up. ML 20 152 Artillery We want to encourage the use of the ML20 which was previously underperforming. Salvos increased from 4 to 8 Removed precision strike at veterancy 1 Veterancy 1 now increases the number of salvos of the ML 20 by 2 (10 Total) It wasn't underperforming. It was rarely built because Relic made the poor decision to give a badly OP Close Air Support commander to everyone, which made on-field arty useless. I'd take the old one back in a second. Reducing the explosion radius was a really poor decision. It used to be great blob control when you could build it. Now it isn't. With this group of strange buffs and nerfs, the Soviets have a unit that costs 600mp and doesn't do anything well. Buffing the damage back to 200 won't do much for it as long as the blast radius is so small. In: COH2 Balance |
Thread: Should the USF AT gun recieve a buff?12 Sep 2015, 14:46 PM
But the end result is that people use it as a invisible scout. I'd rather see the range put to 55 or 60 then free camo, or else make it even slower in camo mode. In: COH2 Gameplay |
Thread: How to solve the AFK problem:12 Sep 2015, 14:41 PM
Other games have a voting feature where the rest of the players can vote to kick. In: COH2 Gameplay |
Thread: Bofors needs a nerf against infantry12 Sep 2015, 02:36 AM
The funniest thing about this thread is that it is all about needing a nerf for a 400mp unit that can't move and is hard countered by a moveable mortar that causes barely over half as much manpower, and no fuel. It clearly needed nerf because the a-move blob of shrek death couldn't reliably kill it. In: COH2 Balance |
Thread: Cheap Team Weapons11 Sep 2015, 04:09 AM
-4 manpower for reinforce or like the cost of getting the unit? if its the cost of getting a unit yeah thats a useless bulletin. It is supposed to be 5%, but it is 0 for MG, 4 for AT gun (1.5%), and 7 for pack howie (1.8%). At least we know that Americans aren't the only ones bad at math. In: COH2 Bugs |
Thread: Cheap Team Weapons11 Sep 2015, 03:54 AM
Considering that almost all of the bulletins are worthless, it would be worth trying. I've done a lot of testing with the bulletins to see if they matter much. In general, they don't. Stacking 3x penetration bulletins onto ZIS, it took 1 fewer shots, on average, to kill a KT. Considering that the number was 18 vs 19, you're not very likely to have it help in game, even on slow-moving KT. Stacking 3x reload bulletins on Jackson still didn't enable it to solo a PIV if they ran into each other in the fog of war. Stacking 3x of the cheaper Soviet mines could be helpful, but announcing your intentions like that just reminds people to buy a mine detector. In: COH2 Bugs |
Thread: Cheap Team Weapons10 Sep 2015, 13:44 PM
The USF bulletin that is supposed to give a 5% discount to AT guns, mg's, and pack howie gives a discount of 4 mp instead of 5%. In: COH2 Bugs |
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