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Thread: Alternate USF build orders and Captain first strategies12 Oct 2019, 18:28 PM
I play with a good USF player who sometimes goes RE Rifle Fighting Pit WC51. This is in 3's or 4's but I think he does the same in 1's. The fighting pit goes up around the cut or VP. Depending on what is happening, he'll put either an RE or rifle in the WC51. I'm not sure how he chooses. Upgraded WC51's with RE's are great against sturms or Kubels. I don't think he uses them against garrisoned Volks or against Panzerfusiliers. In: COH2 Gameplay |
Thread: Fragmentation bombing is too powerful12 Oct 2019, 18:17 PM
Could you add a little more delay but make the plane fly faster? The problem is more than the base sector on some maps. The top and bottom VP's on Alliance are a problem, the bottom VP on Rails and Metal, etc. It's difficult as Soviet to take and keep those without team weapons and team weapons can't dodge those strikes on the edge of the map. In: COH2 Balance |
Thread: Fragmentation bombing is too powerful12 Oct 2019, 18:04 PM
I made a video today using Fraps instead of trying to guess it by counting. The first butterfly bombs hit a little faster, somewhere between 6 and 7 seconds. The main group hit a second or two later so I think I was missing the first impacts and kept counting until the mass of them started hitting. Also, the Fragmentation bombing run was actually a little slower than I was thinking. When watching the video and not trying to control 2 computers, it looks like more in the range of 5-6 seconds. The time difference between the two wasn't as great as I thought it was. The fragmentation run has a smaller delay but the plane seems to move slower. That makes it OP on Alliance and mediocre on anything bigger. It needs about a 1-1.5 additional second delay and a plane that flies much faster. The edge of small maps like Alliance really is a problem. The only way I could avoid a wipe was if I had the units already selected and moved it on the warning sound. Even then, it would be badly damaged. If you have to select the unit and move it, it doesn't have enough time to get out of the AOE. Alternatively, they could do something to it like they did to the cluster bombs. I hear the plane for the cluster bombs but not sure they're actually dropped by the plane. It may just be a timer. I'd be fine with a timer for all skill planes. Also, just to be clear, I don't have a problem with how hard the Fragmentation run hits, only its timing on small maps. In: COH2 Balance |
Thread: Tank Hunter tactics change12 Oct 2019, 16:34 PM
again maret , is bugged, report it, there was no nerf in the patch notes As someone else already noted, the patch notes are not complete. The change happened at a major patch. I don't remember which one, but it was back in 2016 or 2017. It isn't bugged. In: COH2 Gameplay |
Thread: Main gun crits should be removed? 12 Oct 2019, 05:19 AM
Every flank could be called an overextension. I've flanked an Elefant only to get a main gun crit on a T34. I wouldn't lose any sleep if it was gone but also think that Relic would have no interest in removing a feature from the game. In: COH2 Balance |
Thread: Fragmentation bombing is too powerful12 Oct 2019, 05:02 AM
Set it up like the Major's recon from USF. The plane flies out from your base to the point that is going to get hit. I'd like it if all of the bombing runs had the same time but don't know how to do that. In: COH2 Balance |
Thread: Tank Hunter tactics change12 Oct 2019, 00:06 AM
PTAB could get little buff to damage and make engine crit like regular snare. Right now it have the same damage to vehicle as Fragmentation bombing run for OST, while don't make any serious damage to infantry. It would need to hit as fast as the "totally not OP" fragmentation bombing run to have any chance of hitting a tank. Right now, it's around 6 seconds slower. It does some damage to infantry but doesn't wipe anything so its okay in that regard. If it hit a little harder and did an engine crit it would be okay. In: COH2 Gameplay |
Thread: Captain idea11 Oct 2019, 23:55 PM
What is Captain could make an unit produce a unit instantly with a cooldown. I think you're on to something. Could the Captain also teleport it anywhere on the map? An infiltration Pershing would be enough to get me to play USF again. In: COH2 Balance |
Thread: Fragmentation bombing is too powerful11 Oct 2019, 23:47 PM
Yes, cluster bombs used to hit at around 5-6 seconds, which was considered OP. They were nerfed to around 8 seconds to impact. Your "totally not op" fragmentation bomb hits in about 2.5 seconds on a small map. In: COH2 Balance |
Thread: Fragmentation bombing is too powerful11 Oct 2019, 20:42 PM
What would people think of this change: Instead of adding a delay, make it so the bombing run has to start from your base. That would probably add enough time on small maps that you would have a chance to react. Maybe compensate by making the AOE wider since you can't align it the way you normally would. In: COH2 Balance |
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