Soviet build Sherman from their factory?
Anyway, the M4C is inferior to USF E8. But if you restrict M4C, then the same should happen with M10, Panzer IV Command Tank, Panther Command Tank, Stug E...
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Thread: [Sov][1v1] Lend Lease: Exploitation of tech free tanks13 Nov 2015, 18:27 PM
In: COH2 Balance |
Thread: Heavy tank rear armor12 Nov 2015, 08:34 AM
Replay bitte, otherwise its just bs. Considering this game RNG, such bs thing can happen. I even have seen panther armor bounced off 9 consecutive shots at close range. Rear armor on all heavies is unnecessarily high. Flanking a tank should almost guarantee penetration. Right now flanking is a lot of risk for too little reward. +1 In: COH2 Balance |
Thread: Nostalgia Thread11 Nov 2015, 14:04 PM
OKW scavenge artillery one shot US base. In: Lobby |
Thread: 4v4 can't be balanced, they said10 Nov 2015, 13:58 PM
Anyways, the main reason I despite 1v1 is simply it takes too much stamina and stress to fight. I play the game to relieve stress, not to build it up. Having friends share or chatting through the moment of team battle is way better than keep yourself alone with your opponent. In: COH2 Gameplay |
Thread: 4v4 can't be balanced, they said10 Nov 2015, 11:09 AM
That's where you are wrong. 4v4 have more squads on the field, and therefore initial cap is FASTER, not cap LESS point. If 1v1 have 4 times more troops and resource, then the same thing can happen. And 4v4 is way more dynamic than you think. Player does not have to force on meta, and can use many unusable Relic commander to win the match. As OKW, for example, you can purchase flak HT to support your teammate without much worry about fuel depleted or losing teching advantage. Oh, and btw, losing a munition or fuel point is 4x pain than 1v1, don't think you can leave the southern and mid Steppes to enemy and still win the game. In: COH2 Gameplay |
Thread: 4v4 can't be balanced, they said10 Nov 2015, 10:43 AM
You get wrong definition from the start. 4v4 is not 1v1 + 1v1 + 1v1 + 1v1. Even there are 4 players, you have to cap 8 points. Not 2 points. If you think you only cap 2 points, your enemy will take advantage and start ganging 2v1 or 3v1 upon you. This is very important. I have seen many noob players camping peacefully while their teammate cry in pain. 4v4 in high level is often the same or even harder than 1v1, not only you have to coordinate with your friend, but sometimes you have to defend yourself against the impossible 1v2, 1v3. In: COH2 Gameplay |
Thread: 4v4 can't be balanced, they said10 Nov 2015, 08:34 AM
IMHO, the units that are still unbalance the 4v4's were ones like the JT's, Elefants, and pre-nerf KT which (with the possible exception of the KT) didn't effect 1v1's so much... Since the arrival of the 6 pounder and Churchill, those units keep being unbalance a 4v4 very much, if at all... Fix several points for you. ISU-152 spot commander is removed while Elefant 360angle spotting scope is kept. JT destroys Churchill like knife through butter. With vet1 it can outrange and decrew atgun, 6 pounder included. In: COH2 Gameplay |
Thread: Stuka zu Fuss9 Nov 2015, 23:08 PM
You don't like it? How about trading with Katyusha? USF and UKF don't even have stock rocket artillery and you complain Stuka Zu Fuss? In: COH2 Balance |
Thread: General-Purpose Mines Destroying Engines8 Nov 2015, 05:55 AM
The engine damage critical is the punishment for player thinking their tank can steamroll everything. Where is your engineer with minesweeper? The 75% critical was to prevent snare used as offensive weapon. However, allies units suffer more since their vehicles have low health. Imagine King Tiger can now clear mine, blast AT gun and fortification without support. Yes, the game deteriorates more with this suggestion. Tip: You don't need use engineer to clear the mine, just fire it with your tank gun. In: COH2 Balance |
Thread: Change the Sturmpioneer Heal 8 Nov 2015, 02:56 AM
Good fix but vote No for reuse idea from UKF. In: COH2 Gameplay |
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