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Thread: Remove Bystraya Voda from 2v2 automatch22 Aug 2015, 14:40 PM
Add fuel point to top, no more ice, no more deep snow WITH RED COVER, and it's fine. In: COH2 Balance |
Thread: LeIG Suggestion: Add Smoke Barrage22 Aug 2015, 14:39 PM
Out of curiosity... What if the smoke also did some damage...similar to the way the ober's and Fall's smoke grenade does? Or do you think that's too much? White Phos blocks LoS, drains health (but doesn't kill), slows movement, and disables the weapons on tanks. In: COH2 Gameplay |
Thread: Howitzer play and counterplay22 Aug 2015, 13:58 PM
Give OKW so actual counters, and I think the ML-20 would be fine. The LefH deffo needs a scatter reduction or something else to make it more attractive than the ML-20 because right now it's worse in every way except shells fired. In: COH2 Balance |
Thread: Sturmtiger poll22 Aug 2015, 13:51 PM
Well they changed the damage in 2 ways; 1. It used to do very very low damage at far (7.5 to 10) like not even enough to take half health off an infantry squad 2. It used to fail to pen tanks a lot. That said I think they should either leave it as is or just turn it into an artillery piece. In: COH2 Balance |
Thread: UKF - Know your commanders21 Aug 2015, 21:26 PM
So... where is the Comet? I thought it was doctrinal? lel All UKF commanders abilities share a cool down, but in return cost very little to use. implying relic hasnt done balancing since the alpha. Well they changed air supremacy to just being the bombers, although that was the most cancerous part of the ability ![]() In: Lobby |
Thread: 2v2/1v1 balance21 Aug 2015, 21:23 PM
There was no reason to take more than 1 was my point, if that. disagree. Even if you have god tier micro you can't fight outnumbered 4 or 5 to 1. The reason why OKW existed in the competitive 3's and 4's was to make Stuka's to counter shit, and to make forward healing bases. Artillery (OKW's largest weakness) is very plentiful in 3's and 4's, making OKW team mates a large liability as the game progresses. Price's team found this out the hard way. In: COH2 Balance |
Thread: UKF - Know your commanders21 Aug 2015, 19:29 PM
Don't forget the HQ Glider also works like a omni-cache that increases resource income. The craziest ability was artillery cover, it was like zeroing artillery except you don't need sight at all and it could kill tanks almost instantly. Oh and you can do all these abilities on the edge on an enemy base and hit almost the entire base. In: Lobby |
Thread: Issues with OKW21 Aug 2015, 18:56 PM
Removing conversion and simply adding in Opal trucks (IE more expensive caches) would bee fun, but I doubt you would support that. In: COH2 Balance |
Thread: 2v2/1v1 balance21 Aug 2015, 17:49 PM
Except StuG III's are much easier to spam. A JPIV is all well and good but when it's outnumbered 4 or 5 to one well.... But yes, Walking Stuka is popular, but the Elefant is much better than the Jadgtiger versus spam because it doesn't get stun locked easy, it can sight for itself, and it is much much more mobile which is extremely important on big maps. In: COH2 Balance |
Thread: 2v2/1v1 balance21 Aug 2015, 17:26 PM
The reason why there were none is competitively OKW has fuck all to offer outside of support. Basic Ostheer infantry is better, Ostheer has access to more counters, and Ostheer has much less vulnerabilities. Every 3v3 and 4v4 was 2 Ost 1 OKW and 3 Ost 1 OKW respectively, the people who didn't follow this formula lost badly. Have the 1 OKW player put his schwer on an Important cutoff, have him make a really early forward HQ, have him make multiple Sturms to help repair tanks, ect. It's all just support stuff to keep the Ostheer players in the field. Without caches to support the OKW player (because without the fuel he won't be able to fulfill HIS end of the bargin) there would be no reason to take an OKW ally in 3's or 4's. In: COH2 Balance |
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