How about volk+streck gain reduce speed only when in combat, same as british heavy engineer?
If so, reduce streck cost to 75 for compensation.

Posts: 378
Thread: Volk Shrek blob fix proposal22 Dec 2015, 06:18 AM
How about volk+streck gain reduce speed only when in combat, same as british heavy engineer? If so, reduce streck cost to 75 for compensation. In: COH2 Balance |
Thread: Calliopes22 Dec 2015, 06:07 AM
It still sounds odd to me that the enemy has 140 fuel to bring calliope out when all you have on the field is anything smaller than a p4. In: COH2 Gameplay |
Thread: Calliopes21 Dec 2015, 23:36 PM
I made a small test. Actually, panzerwerfer sound is based on where rocket is. So if you fire it, you hear it clearly, but not the one who receive the barrage, which is currently dominated by the sound of other gunfire, explosive and background. By the time it lands, it is too late, you still get a wipe even you retreat your unit. One more thing is the arc of projectiles. Katyusha and calliope fire on low arc, which can be blocked by building and bushed, or even cover. This is not true for stuka and panzerwerfer, which land nearly on top of unit unless they stand very close to tall building. In: COH2 Gameplay |
Thread: keeping it at a fun level during competitive gameplay21 Dec 2015, 01:08 AM
Just shout "For the fuhrer" at the end of the match, it'll help. In: Lobby |
Thread: 50. Cal and Vickers vs OKW15 Dec 2015, 08:36 AM
Actually, all mg, not only allies mg alone, cannot suppress more than two enemy squads before getting killed if they use normal formation. Your best bet would be set up mg waiting enemy at corner, because troop path-finding will bunching up there and get suppressed at same time. In late game, terrain deformation generated tons of yellow cover. MG no longer works, so you have to rely on explosive weapon, which does not affected by accuracy. In: COH2 Balance |
Thread: Ostheer Scope14 Dec 2015, 23:35 PM
ISU-152 only appears in two commanders, why is self-spot removed? Forward Observer appear only in 1 commander(Recon commander to boost) and the level is nowhere near this thing. I don't mind if x2 sight range tone down to +10 sight to be same as other sighting commander ability. And Indirect fire? What kind of fire can be used on elefant(if you can survive its shot)? Or Scoutcar that you can't even see it to begin with? Sorry, but this thing have been a thorn in my eyes for too long. I have used it, I have seen my friend use it, and I have seen enemy use it, both in failure and success. And as I say, in right hand, it's simply broken. In: COH2 Balance |
Thread: Ostheer Scope14 Dec 2015, 15:01 PM
I think it's fine, British Tanks get increased sight with Commanders and those are standard. I don't think it's as much, but it's non-doctrinal and stays active when moving. Actually, only cromwell, firefly and comet can upgrade commander, but in trade they can't upgrade mg gunner. More over, commander only increase 10 sight, scope double the sight range, which is 35 to most vehicle. If anyone think it is fine, then many more abilities need to be buffed to be the same (Forward Observation, return ISU152 selfspotting) Otherwise, it's simply broken. In: COH2 Balance |
Thread: Ostheer Scope14 Dec 2015, 14:11 PM
I don't know how Scope survive balance debate till today, but when in a capable hand, Scope can break the game too easily. There are several things that can be used to compare, but all of those feel pale to mighty Scope. - In USF version, there is forward observer. And you know what joke it is. - SU85 can extend its view a bit, but run slow, and unable to spot surrounding. Same for 57mm atgun vet1. - Valentine and Infrared halftrack can spot very small corner and require setup time, and cost quite large amount of mp and fuel to invest. And then there is 30 munition Scope. Equip with scout car and you can hack map legally. Equip with Elefant and this tank destroyer can spot for itself. ISU-152 self-spot was removed because it give this vehicle so much advantage, then what about Elefant scope, which can spot 360 degree around it? My suggestion is: Allow only scout car (or in extended, halftrack) to use scope, and Scope work like Infrared halftrack or valentine. In: COH2 Balance |
Thread: Tank destroyers - Shoot on infantry or not?14 Dec 2015, 13:38 PM
I think they would never in real life fire on troops on the ground with the main cannon, only on units in bunkers and buildings with the purpose to destroy the building. It would be a waste of ammunition to shoot on troops on the ground. But their MGs would fire on the troops. Actually they would with HE round. Most of late tank destroyers are equipped with HE round to serve as role of assault gun whenever needed. In: COH2 Gameplay |
Thread: CoH 2 Needs Report Features 13 Dec 2015, 23:35 PM
In order to fix this, in game report feature needs to be added to both in game and after game match screens. Reporting needs to be quicker and easier as most players wont send replays to relic as its very time consuming and hard to find the email. Inside this report feature we should be able to mark what actions the player took eg: AFK, Base attacking, poor team communication (raging at your teammates). Along with this maybe adding boons to being nice players (see CSGO/DOTA) such as being commended for being a good/helpful player may be an incentive for players to play nicer with teammates. There is customer service within menu button on bottom left corner that you can report. However, what wrong with leaving before 5 min mark? This is a game, not real life and you don't even know what happen to other side. Maybe s/he has to go to toilet and doesn't want to AFK. I see player dropping as normal behavior. If you don't like that, find a friend and play with. In: COH2 Gameplay |
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