The bans probably shouldn't have been public and it makes sense that there is no list anymore. However, shouldn't people be able to find out how long that they've been banned?
(Not that I'm complaining, I'd bet that every ban was well-deserved.)
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Thread: sir,why i have been banned,pls check it and tell me29 Mar 2020, 15:07 PM
In: Lobby |
Thread: ISU-152 HE shell range should be reduced?27 Mar 2020, 02:58 AM
It's okay on units that are trying to cap a point also, like the center VP on Hill 400. Not sure it's worth the muni's compared to the new assault artillery. It's a lot more fun to save up and drop that on a team who's turttling behind a mass of AT guns and mg's. In: COH2 Balance |
Thread: ISU-152 HE shell range should be reduced?24 Mar 2020, 18:38 PM
It only works okay in HE mode, ideally with a ZIS, SU85, 1-2 Cons and one squad of Guards around it. The rotation and speed are too slow for it to be decent AT. Somehow, the people that are complaining about the ISU think it not having a turret isn't a big deal, while at the same time they claim the JP4 is garbage because it doesn't. I've had pretty mixed results with it. Against 100 level players, it gets stalemated a lot by heavy TD's. Against 1000 level players, I sometimes get over 100 kills with it. In AT mode, it's a worse SU85 that costs nearly twice as much. In: COH2 Balance |
Thread: ISU-152 HE shell range should be reduced?24 Mar 2020, 00:35 AM
I think he just took the damage and divided it by the time between shots, ignoring accuracy, penetration, etc. Calculating it that way, I think his numbers are correct. In: COH2 Balance |
Thread: ISU-152 HE shell range should be reduced?24 Mar 2020, 00:31 AM
...and with this we should be done here, nothing left but pointless name calling.... PS - I just lost a 2v2 because my teammate went ISU and the other team didn't listen to you geniuses that consider the ISU uncounterable. Infernoshat put a Panther in front of it, started hitting it with two paks, pushed it back to the edge of our base, and wiped my teammates entire infantry with a skill plane while killing the ISU. I really wish he would've just dropped when he saw the mighty ISU. In: COH2 Balance |
Thread: ISU-152 HE shell range should be reduced?23 Mar 2020, 18:54 PM
I already know it's better, but the Tiger has a turret, faster rate of fire, doesn't have to switch shells, etc, etc. Ultimately, this entire thread is a waste of electrons and time. Reducing the shell range is a bad idea that none of the elite players want and the balance team wouldn't consider. If they really thought it was OP, it would get an AOE adjustment like all of the other heavies. In: COH2 Balance |
Thread: ISU-152 HE shell range should be reduced?23 Mar 2020, 17:40 PM
Before it was 1-shotted, now it's 1-2? The ISU, Brumbar, IS2, Tiger, and KT all are pretty good at 2-hit wipes. They all get random 1-hit wipes when models stack up while moving around an obstacle. It doesn't mean that any of them need to be radically changed. The ISU is really expensive, and not very good at AT so it really should be good at AI. It's really good if you're ahead and can keep a lot of support around it but if you don't then it can die pretty quickly to a flank. In: COH2 Balance |
Thread: ISU-152 HE shell range should be reduced?22 Mar 2020, 21:45 PM
The models would have to be tightly clumped to have a 1 hit wipe. It's usually two hits at a minimum, and it's reload speed is terrible, as is it's rotation rate so it's not like you have no reaction time. Nerfing the HE range would pretty much remove it from the game. In: COH2 Balance |
Thread: ISU-152 HE shell range should be reduced?22 Mar 2020, 15:57 PM
Yes, and Jaeger Armor has Elefant, spotting scopes, recon, and Stuka dive bomb. Breakthrough has Panzerfusiliers plus JT (and a badly OP assault arty) Is there another Axis faction that somehow doesn't have decent counters? Or does every allied unit need nerfs if you can't YOLO into it and win? In: COH2 Balance |
Thread: Please Fix Guard Motor Coordination and Counterattack in 2v218 Mar 2020, 05:37 AM
The 120 does 68(or 62?) damage to infantry. It is anything but a howitzer, other than a similar manpower cost. It is practically never worth the additional pop cap and cost above the 82mm. It still sounds like the old OP 120 but that's about it. After trying the B4 a few more times and playing aginst it, I think the B4 is better than a lot of people are giving it credit. If you pick targets well and get vet quickly, it starts wiping stuff like crazy. I just played a 3v3 where someone on the other team wiped two of my teammates walking stuka's with a B4. It's a little less RNG when someone gets to gamble really often at vet 3. In: COH2 Balance |
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RiffzBearrito
~TAB~ van Voort
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F I'm home FF
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