biggest problem of this commander is the huge MP bleed you get since everything is getting ripped apart by axis infantry.
but it's not that bad if you hold yourself to not be too agressive.
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Post History of zerocoh
Thread: Soviet airborne doctrine needs fixing20 Jun 2019, 01:30 AM
In: COH2 Balance |
Thread: So when do Riflemen get an upgrade to six men?18 Jun 2019, 17:10 PM
I would rather have Rifles with consistent Vet like Volks do and not "Trash until vet 3" veterancy. because losing a squad mid-game is just impossible to replace it without pouring down a ton of resources on a single squad. In: COH2 Balance |
Thread: Timing of heavy and super heavy tanks across all game modes17 Jun 2019, 22:25 PM
Anyone that thinks there isn't resource inflation in team games is either a fool or doest actually know what resources are like in the competitive modes. 1 player can build a cache that effects all of their team mates while only effectively costing 1/4 the price of the MP from the front. In 1s every squad matters, in 4s you can generally piss a way a few squads and still hold on because the next phase will be up soon. Anyone saying there is no difference simply doesn't realize it's there because they can't actually compare something they have never actually experienced. oh yeah, because that +3 fuel is gonna make ALL the difference in the world, right? In: COH2 Balance |
Thread: Timing of heavy and super heavy tanks across all game modes17 Jun 2019, 21:32 PM
that may be true in trash level games, but with balanced teams and maps like hill 400 and redball express where fuel is at the frontline and cutoffs are easy the case doesn't apply, these points will be contested all game and timings end up being pretty much the same as 1v1. In: COH2 Balance |
Thread: Timing of heavy and super heavy tanks across all game modes17 Jun 2019, 16:23 PM
STOP THIS BULLSHIT. There are no "inflation" in team games, most maps have 5 points on each side+ 1fuel and 1muni, EXACTLY like 1v1 maps. Hell the most inflated map in the game is crossroads while the less one is Hill 400(because of the excellent cutoffs). Stop being bad and learn how to play the game. In: COH2 Balance |
Thread: Timing of heavy and super heavy tanks across all game modes17 Jun 2019, 16:07 PM
right now there were two tigers against me at the 15th minute, and at the same time I did not even have resources on the SU-85. Just fucking cool. TBH, if you are facing 15min tiger, that means you lost both fuels for a good time, meaning you deserve what you got. In: COH2 Balance |
Thread: Timing of heavy and super heavy tanks across all game modes16 Jun 2019, 18:40 PM
oh common guys, 15 minute tiger is totally balanced ![]() In: COH2 Balance |
Thread: OKW early and allied blobs (3v3)15 Jun 2019, 17:53 PM
Just deal with it, vs blobbers just hold your line, get to cover/houses and dish as much damage as you can. as OKW you can just get 2 kubels and drain blobs while slowly reversing. In: Strategy Desk |
Thread: Bug Report for Commander patch14 Jun 2019, 22:30 PM
I wasn't able to place obers booby traps on VPs, is this intended or bugged? I remember reading that all traps could be placed on VPs now. In: Lobby |
Thread: Indirect Auto-Fire vs. Ost1 Jun 2019, 22:31 PM
trust me, ost is the LEAST affected since they only have 4 man squads. what happens is that a mortar hit dead center a squad and you lose 80~90% of the squad health on the first engagement and now you have a useless squad for the next 3-4 minutes until you get healing. and being mobile means nothing since mortars have laser guided technology that hit squads on the move. The older model was much better, sure you would get wiped once or twice, but it was very rare when you microed good, now there is nothing you can do since mortars are basically rifles nades that get fired for free. In: COH2 Balance |
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