I see all sorts of problems right now.
Sherman too weak, jackson too expensive, major too expensive, retarded healing mechanics, over reliance on munitions, useless commanders abilities and so on.
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Post History of zerocoh
Thread: DBP USF thread5 Nov 2017, 04:41 AM
In: COH2 Gameplay |
Thread: December Balance Preview3 Nov 2017, 14:51 PM
Yeah, while we are at it, why not do the same with s-mines and bundled nades? inb4 all the werhaboos giving all sorts of excuses to why those are balanced... In: Lobby |
Thread: British Emplacement Brace Counterplay Ideas3 Nov 2017, 03:15 AM
Every day there is these threads, how about you guys just l2p? Emplacements were never that good, and nowadays they are pretty weak, this is why you never see them on 1v1, the hassle alone to defend is not worth it. You could also make brace less effective vs flame weapons, howitzers and call in artillery since logically those are the supposed counters LOL, flametrack already kills anything in seconds even when braced, you want to make even more effective?! In: COH2 Balance |
Thread: December Balance Preview3 Nov 2017, 01:53 AM
hahaha, you know when the werhaboos around here have no idea how to play the game when they say that stugs are bad... In: Lobby |
Thread: December Balance Preview2 Nov 2017, 20:23 PM
Rule #1 on coh2 is that allies can't have anything fun. I can't believe it took this long to fix the demo trick. RIP 1 shotting panthers and Flaktrucks ;_; In: Lobby |
Thread: December Balance Preview2 Nov 2017, 17:28 PM
nobody builds trucks, they use a different mechanic. In: Lobby |
Thread: December Balance Preview2 Nov 2017, 17:15 PM
hurr durrr. you guys know exactly what I'm talking about, if leig quacks like a mortar then it is a mortar, just because it is fancier doesn't mean it's not the same. Now can you guys stop making useless posts? back on the subject, all mortars are pretty broken right now, the only one that come close to balance is the soviet, but only because T2 became a black sheep, with cons coming back I can see mortar spam becoming a thing again. In: Lobby |
Thread: December Balance Preview2 Nov 2017, 16:20 PM
Also, no changes to mortars? USF, WM and OKW mortars are broken as hell, especially on teamgames. High RoF with pinpoint accuracy is some crazy shit that require next to no skill/micro to perform In: Lobby |
Thread: December Balance Preview2 Nov 2017, 15:25 PM
Mr.Smith can you guys make any changes to mine laying time of factions? USF takes FOREVER to place mines while WM mines are placed super fast. This really need to be looked, right now you can easily place s-mine fields on retreat paths super fast and just wipe multiple squads, pretty much a 15 munition demo charge. Same goes for tellers. meanwhile assault engineers take TWICE as long to plant a mine for no reason, even though you need a commander to do it. Also, could RET gain the ability to plant mines too (with the defensive ability from commanders) In: Lobby |
Thread: December Balance Preview2 Nov 2017, 15:09 PM
Thanks Mr. smith for FINALLY fixing the damn slowdown that ATGs got for no frigging reason. I can finally use them again. I can't tell how many games I lost because the ATs took forever to move around. also, is the "ghost" ZiS bug fixed? It happens so frequently but it still hard to reproduce, I think it's cancelling the barrage that triggers it most of the times. Soviet mortar also has a similar bug where all crew retreat but the mortar itself get stuck. In: Lobby |
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