I am pretty sure the whole community can agree USF requires more micro than OKW.
How does one faction that's based around spamming 1 or 2 units require any more micro than one that's also based around spamming 1 or 2 units.
Thread: okwunits13 Feb 2015, 18:37 PM
How does one faction that's based around spamming 1 or 2 units require any more micro than one that's also based around spamming 1 or 2 units. In: COH2 Balance |
Thread: PGrens with double panzerschrecks against USF13 Feb 2015, 18:32 PM
The problem is your paying 120 munitions in a munition starved faction for alright AT on a already expensive and fragile squad that is very easy to wipe in 1 shot from a tank despite them being a unit that's supposed to counter tanks. What's the point of making a unit counter something when the unit that it counters, counters the unit you made much much better? In: COH2 Balance |
Thread: PGrens with double panzerschrecks against USF13 Feb 2015, 18:27 PM
One shreck for them is enough, their veterancy bonus/4men will never allow them to be another volk They actually have a worse shrek stat wise than Volks do, and their veternacy bonus's don't fix the fact they are still extremely easy to kill for a expensive squad Oh please, Panzergrenadiers are probably one of the few units in this game that work as intended. You have a dedicated AI squad and you can upgrade it with 120 munitions to make it a dedicated AT squad, sacrificing pretty much all AI capabilites. Actually more units should be like that, instead of Allrounders. Which is meaningless when the rest of the game around them is broken so they are awful, which is pretty much a issue with all of the way Ostheer is designed. In: COH2 Balance |
Thread: PGrens with double panzerschrecks against USF13 Feb 2015, 18:16 PM
They are far to squishy, I normally don't even give them shreks any more because they are pretty good at killing enemy infantry. Of course I never normally get more than 1 or 2. Really it all comes down to it the fact since the giant ramp up in DPS and Indirect fire 4 man squads are no longer as viable as they used to be with the current bunching and movement mechanics. In: COH2 Balance |
Thread: okwunits13 Feb 2015, 18:12 PM
Not a single game I had last night was hard, and we were playing within the top 100. Allies have more than enough units you can abuse the hell out of like Axis do, at higher skill levels the amount of "viable" units between factions evens out pretty quick. And I have to micro less as soviets because I normally have a nice general mix of units instead of a fuckload of just 1 or 2 types. In: COH2 Balance |
Thread: My Opinion on Decals13 Feb 2015, 18:10 PM
Considering how easy textures and decals are to do I'm surprised we haven't had this sooner, especially considering the diversity of unit markings in WW2. In: Lobby |
Thread: New faction British??13 Feb 2015, 18:09 PM
Relic wouldn't be able to pull it off, I would rather them add a bunch more cool units to Axis than have them fuck around and try and bend themselves into a pretzel to make an even MORE late war german faction work. If you want a hard to play German faction with little in the way of armor and lots of mobile infantry they should just add the North Africa Forces as a combo of German units and Italian units. In: COH2 Gameplay |
Thread: My Opinion on Decals13 Feb 2015, 18:05 PM
In: Lobby |
Thread: New faction British??13 Feb 2015, 17:57 PM
Honestly my biggest issue with Axis at the moment is the lack of options, there is simply far, far to many "do everything" units and frankly, it's boring as shit. There are so many amazing and cool German tanks and weapons we haven't seen put into the game yet it's shocking with the way Relic loves to milk their players using DLC we haven't seen more units in commanders yet. In: COH2 Gameplay |
Thread: Does anyone elese regret purchasing the USF DLC?13 Feb 2015, 16:35 PM
USF is in a quite good balance power wise at the moment, nobody can touch it's early game and it's mid game makes even Soviets look weak. In: Lobby |
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