guise tis isent funney i em cumplately seris abawt thes u gais r buleys tew

Who ever made this account is a god amongst men.
Thread: Mortar Carriage 22 May 2015, 20:51 PM
guise tis isent funney i em cumplately seris abawt thes u gais r buleys tew ![]() Who ever made this account is a god amongst men. In: COH2 Gameplay |
Thread: USSR FHQ Ability OP22 May 2015, 20:46 PM
Hi again; the reason the FHQ is retarded is because it's gimmicky in the sense that it's an all in win or lose thing. Said types of gimmicks are terrible because on one hand they are horrible in some situations and on the other retardly OP in others. Just because the commander is shit after minute 10 doesn't excuse the fact it can win the game before that, just because the game can be won before that doesn't excuse the poor late game scaling. The commander would be much more fun if it was an emplacement or HQ you build on the ground that your troops could retreat to and heal at. Think of it like this, would you rather keep the current "win at minute 10 or bust" form of the commander or a better scaling one that is more versatile and gives Soviets an edge on the bigger more open maps were they tend to suffer? In: COH2 Gameplay |
Thread: No tech demo just poor design.21 May 2015, 19:57 PM
If you get squad wiped from walking into a minefield that literally has signs well I don't know what to say. In: COH2 Balance |
Thread: No tech demo just poor design.21 May 2015, 08:31 AM
This is extremely untrue, wiping out 1 squad at a time with demo's is very cost effective. 90 munitions to kill a vetted gren with an LMG42? Or an Ober squad with a 60 muni LMG34? An excellent trade. The reason demo's are kinda bullshit is they punish players who spread out just as much as idiots who blob. In: COH2 Balance |
Thread: Relic, you gonna fix 120mm, or not?20 May 2015, 20:05 PM
It's because the ISG's crew are more likely to take a shot or two at the enemy, which cause's them to spread. The 120's crew it never shooting at anything so the crew love to group hug. ofc the issue with the ISG is that you have 2 men that must always stand next to the weapon, while with the 120 you only need one. bunch is still a problem in general. In: COH2 Balance |
Thread: Relic, you gonna fix 120mm, or not?20 May 2015, 18:02 PM
It has very tiny AoE, so yeah good luck suppressing a blob unless your shooting at it at point blank range which is risky as fuck with the 4 man crew. Noob question - does the 120mm have more range than the ISG? I can see those things having serious problems if they ran into 120mm counterbattery fire... Nope, but the ISG is ineffective at long range so pretty much everyone uses it in close range were it can be killed by the 120. The crew bunches up around the gun so normally 1 shell is enough to kill an ISG. In: COH2 Balance |
Thread: Jackson vs Wolverine20 May 2015, 07:05 AM
The M10 is significantly faster than the Jackson. The reason the Puma and M10 are comparable is that they are both lighter units built to counter things bigger than them.
What is his point? In: COH2 Gameplay |
Thread: Relic, you gonna fix 120mm, or not?20 May 2015, 06:13 AM
It's not bad, it's good but the 120 is still objectively better. In: COH2 Balance |
Thread: Jackson vs Wolverine20 May 2015, 05:57 AM
>50 range >Light and mobile >Focused on fighting mediums >cheap Yeah nothing in common here! In: COH2 Gameplay |
Thread: Jackson vs Wolverine20 May 2015, 04:23 AM
He's not wrong, an M10 is just a Puma with better stats/armor. Name: f34 76mm T-34 Gun File name: m10_m5_3inch_gun_mp.xml Nation: usa Penetration: 180.0/160.0/140.0 Scatter angle: 7.5 Scatter distance: 8.0 AoE radius: 0.5 AoE far: 0.25 AoE mid: 0.2 AoE near: 0.15 Name: 5cm KwK 39 L/60 (Puma) File name: sdkfz_234_puma_kwk39_5cm_mp.xml Nation: oberkommando Penetration: 160.0/120.0/80.0 Scatter angle: 7.5 Scatter distance: 9.5 AoE radius: 0.5 AoE far: 0.25 AoE mid: 0.2 AoE near: 0.1 In: COH2 Gameplay |
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