please... learn your counters.
okw Pumas can eat m10s any day and as WM you can just get paks and stugs.
M10s IMO are a huge gamble for USF since you can't go for T4 most of the times.
EDIT: wtf, you post a replay where WM pretty much just won as soon as the tiger got out, and with a time lapse where the M10 would got instantly killed if the tiger didn't miss and you say they need nerf? What is the logic behind here?
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Post History of zerocoh
Thread: M10 health too high27 Apr 2017, 20:58 PM
In: COH2 Gameplay |
Thread: Brummbär overperforming27 Apr 2017, 20:47 PM
1st. Brummbar is kinda of ridiculous right now, It has too much front armor, can one shot AT guns AND on top of that it can do a LOT of damage to medium tanks. Then you add their movement speed that is quite good for such unit and you have a recipe for disaster. Not that the unit is broken, but it needs tweaking, its so frustrating when their only counter is tank destroyers but even then TDs have trouble penetrating the armor. In: COH2 Balance |
Thread: Wiring Off Cover: Does it Work?27 Apr 2017, 20:42 PM
if you put the wire with a bit of an angle instead of exactly parallel to the cover you don't have to worry about units getting between the wire and cover. In: COH2 Gameplay |
Thread: OKW's early game over-dominance20 Apr 2017, 16:05 PM
how the hell I'm going to make an static base unit move back?! unless you are talking about flak HT which is another big problem right now, the thing just doesn't die anymore, you don't even need to be that good at microing, and the suppression and damage are huge. In: COH2 Balance |
Thread: 1.3 GCS - Maxim Feedback20 Apr 2017, 15:54 PM
if you guys are going to nerf the maxim into oblivion, couldn't you at least remove the stupid "vehicle" movement it has? It is the ONLY unit in the game that move like that, exactly like the WM bike in vcoh. Also the crews need to be forced for spacing, if you set the maxim near any cover the 5 men all hug togheter and one AoE kills everyone. also the deathloop is still an issue, no other MGs suffer from that, and since all the "perks" that maxim had are being removed, all the downsides needs it too. In: COH2 Balance |
Thread: Very weird but non meta game.20 Apr 2017, 02:14 AM
Wanted to post this, kinda interesting game. In: Replays |
Thread: OKW's early game over-dominance19 Apr 2017, 07:21 AM
It's better than allied MGs, that is for sure. big arc, good RoF, good suppression and good ability. And it's cheap as hell on top of that.
finally someone with good sense!! and yeah, you get flaktruck to defend you flank and put 2 mgs defending mid, there you go, now you have locked 50% of the map. On maps like crossroads or kholodiny, this is backbreaking since you have no room to manouver as allies. In: COH2 Balance |
Thread: OKW's early game over-dominance19 Apr 2017, 05:18 AM
so you need to get better, my last games MG34 was a major player in all games. And most of the time they reach vet 5. In: COH2 Balance |
Thread: OKW's early game over-dominance18 Apr 2017, 22:24 PM
why would you say such horrible lie? also, even if it WAS the worst MG, it would still be 210 mp and have incendiary rounds on a faction that have all around strong units. and the thing vet too fast. also, gotta laugh at you saying maxims are spammable when MG34 is 210 mp ![]() In: COH2 Balance |
Thread: GCS Balance Preview18 Apr 2017, 22:12 PM
Seriously? Making the OKW faust 30 muni? Why? It coming later is fine, but the 30 muni cost is lame guys. you are truly a wheraboo if you think that fausts are okay right now. IMO it should cost even more for a faction that has invisible AT guns with retreat and garrison abilites. In: Lobby |
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