All flame weapons now do more damage and are better at killing weapons teams and stopping garrisoned units =/= a nerf.
Yes you can no longer clown car chase an enemy to his base and kill half his infantry in the first 4 minutes of the game and win, but you can have much more reliable performance.
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Thread: British Patch 3 Sep27 Aug 2015, 00:25 AM
In: COH2 Gameplay |
Thread: British Patch 3 Sep27 Aug 2015, 00:14 AM
Still no fix to the whole shooting at stationary objects gives you insane AoE suppression? In: COH2 Gameplay |
Thread: USF and potential suggestions for its Design27 Aug 2015, 00:11 AM
Do you think Relic is just going to go "Welp, I guess USF shouldn't have a pershing after all" after months of work modeling and animating these units? I think you are the one with his hopes a little too high. If they spent months modeling and animating these units, then why haven't they been released already because it's a pretty dire state of affairs that USF and OKW have been stuck with the same 6 commanders for over a year. Like hope for the best but expert the worst dude. In: Lobby |
Thread: USF and potential suggestions for its Design26 Aug 2015, 22:57 PM
The Goliath and many other legacy models have been in the game for over a year and we have not seen any new commanders; so honestly I wouldn't get yer hopes up. Might be the "big announcement" after Brits hit the field, god only knows. In: Lobby |
Thread: British Patch 3 Sep26 Aug 2015, 22:55 PM
Except that forward truck placement is entirely how OKW was designed. You start with the least MP of any faction (due to it being concentrated in your starting Sturms squad) and thus your starting map presence is artificially limited. Yes on several 1v1 maps this isn't the biggest problem, but on others it's easy to get pushed right off the field due to the relative power and quantity of Allied basic infantry over your own. Katyusha's, mortars, ect can all punish truck placement but they don't do it with such high damage and deadliness. The issue with the old ML-20 was that the cooldown was to short to actually get any repairing done while doing repair while barraging would just lose you all your Sturms, so 2 barrages would normally always kill the truck. In: COH2 Gameplay |
Thread: British Patch 3 Sep26 Aug 2015, 22:27 PM
Does this mean that the M7 mines have been completely removed/reworked then? Do Assault Engineers get access to them as well? The issue was OKW had no real counter to it and placing trucks outside of the base is necessary for OKW to compete on many different maps. 160 is to low (IMO), 200 would have been the right amount of damage to adjust it to. 300 was waaay to much. In: COH2 Gameplay |
Thread: British Patch 3 Sep26 Aug 2015, 21:36 PM
Demo charges can ![]() In: COH2 Gameplay |
Thread: British Patch 3 Sep26 Aug 2015, 21:24 PM
RIP KV-8. I don't see how making it much much more effective against slow hard to move units like weapons teams, garrisoned buildings, and so on will kill it. Like I would gladly take more consistent performance (which is what we are getting) instead of just base diving which is what we have now. In: COH2 Gameplay |
Thread: British Patch 3 Sep26 Aug 2015, 21:16 PM
Thanks for posting here Jason. Your live commentary makes understanding the notes a lot easier ![]() In: COH2 Gameplay |
Thread: British Patch 3 Sep26 Aug 2015, 21:11 PM
To be fair Riflemen are meant to the baseline, most versatile infantry squad for a faction. They should be one of the best scaling and have good utility. I do hope they provide stats for the veterancy of the British, makes the jobs of those stat finders much easier for the poor lads. The way British Vet worked (assuming they haven't changed it) is that you have a lot of stuff packed into each level of vet (with high requirements ofc). They essentially have vet 5 for all intensive purposes. Which raises the question why didn't they just do this with OKW. In: COH2 Gameplay |
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