I literally said it was OP and is OP no longer.
Mb I wasn't clear, I was agreeing with you but I'm surprised that people state how they think the old KT was fine.
United States
United States
Thread: Rear armor of some vehicles needs to be reduced23 Feb 2018, 21:03 PM
Mb I wasn't clear, I was agreeing with you but I'm surprised that people state how they think the old KT was fine. In: Lobby |
Thread: Rear armor of some vehicles needs to be reduced23 Feb 2018, 17:57 PM
Still can't believe people are complaining about KT nerfs. The thing was literally a nondoc I win unit for OKW. Essentially an old Tiger Ace without needing to lock a doctrine for it. In: Lobby |
Thread: My idea to balance OKW23 Feb 2018, 07:42 AM
There is no risky play if you can move it later. It completely removes the risk vs reward gameplay of trucks. If you can put bases up towards the front knowing you can move it later if something happens means that there that risky play has no punishment. Therefore it becomes a no risk high reward feature for OKW. Plus if you make the vehicles tankier on top of being able to move the bases will have almost no risk to them. In: COH2 Balance |
Thread: Make all Loiter plane abilities a lined strafe 22 Feb 2018, 08:31 AM
Smoke and Flank the planes l2p In: COH2 Balance |
Thread: Make all Loiter plane abilities a lined strafe 22 Feb 2018, 07:45 AM
No, just no. I prefer to have my easy win button that denies a large part of the map for my opponent. It's also great fun to have the loiter planes attack the enemy while he is in his base, just to add insult to injury. The Solution is to make the zone larger In: COH2 Balance |
Thread: Make all Loiter plane abilities a lined strafe 22 Feb 2018, 07:06 AM
Just because something can be countered doesn't make it good design. And even with counters I've seen loiters last their entire duration.
This is my issue. I have no problem with a large CP late game air strike being strong IF it requires actual effort to use. Loiters are literally point and click abilities that require either micro out of the given area or a dedicated unit which costs both manpower and fuel (there are no cheap anti air). A lot of people complained about how auto fire mortars required no player input into it to be effective, but I feel the loiter planes are even a worse example of a lack of player input. Also for most factions (with the exception of OKW) Anti air isnt a must build. The USF half track while good is a bitch to micro and most LT builds go m20 over it, Soviets don't have any Anti AIr, Ostheer will be forced to delay a p4 or stug for an Ostwind, and the british either tech for bofors instead of AEC or Centaur over Cromwell. All of which can set you back just a counter a commander ability. Yet if you dont get these the ability can very well change engagements for you. tis true, if u micro ur flak ht and dont lose it like nub then it+t4 truck ez kill loiter plans That's just for OKW though, what about Soviets, Ost, USF, or Brits who aren't required/given an anti air unit every game which, if built, could set back a generalist tank or in the soviets case don't have anti air? In: COH2 Balance |
Thread: Best Commanders 201821 Feb 2018, 23:46 PM
Assuming CoH2 is now pretty much done with balance updates, new content, etc.. what are your opinions on the best commanders/Doctrines of each faction? Typically you want in your 3 commander choices 1 or 2 always good commanders, these would be your "main" commanders and the other to be a situational commander. The situational commander should be one in which choosing it is dependent on the specific map or game. For example, if you have fallen behind or on a map in which that commander excels. For the 5 factions: OKW Good/Main Docs Luftwaffe Ground Forces Doc- Falls are great but expensive anti-infantry troops, Valiant Assault is a great and underused ability, fortifications are meh but aren't bad to have, smoke and recon plus a decent late game ability that gives another fall and a loiter. Great doc overall and good in most situations, this one should always be in your loadout. Scavenge Doc- Decent elite anti-infantry jagers, additional resources from scavenging, ostwind, nice anti-garrison/cover denial nade on top of flame nade, a very good artillery barrage (although expensive). Pretty good doc definitely usable in most situation. Special Operations Doc- STG obers, a less effective but still good command panther, anti-garrison/cover grenades, flares. Good doc Situational Docs Feuerstorm Doc- Great doctrine in maps with large amounts or important buildings also good in CQC maps. Lots of flame abilities make garrisons a nightmare for the enemy. Hetzer is meh. Powerful but only on specific maps. Fortifications Doc- Basically an anti emplacement doc in team games. Most just use it for mines/bunkers/lefh arti. The rest of the docs are meh pick 2 of the first 3 plus feursturm/fortifications is a nice okw loadout OST/Wehr Good/Main Docs Lightning War- Tiger, g43s, ju87 strafe plus a sprint ability on top, literally everything you need. Great Doc, I always have it on hand. Jaeger Infantry- ju87 strafe, g43s, and a light artillery barrage. What truly makes this a good doc over an average doc is the Jaeger Command Squad. This squad is a 5 man gren squad and they are so good. Elite Troops- Stormtroopers, g43s, stun grenades, smoke for tanks. On top of those already great abilities comes to Tiger Ace aka the comeback mechanic of OST, good for against opponents not expecting it plus the tiger ace is beast when used properly. Situational Docs Ostruppen Doc- Ostruppen are powerful when used correctly. But incredibly punishing when not used properly. With the mg42 upgrade after tier 3 Ostruppen actually have some scaling into late making them even more viable. Arti Officer shreds close range plus has useful support abilities. I love this doc but I put it in situational because if you don't support Ostruppen then you will get crushed and is one of the harder doctrines to use. Mobile Defense Doc- Have you been struggling in the game? Has the opponent been stacking fuel for a medium that will come out way before yours? Pick this doc and pull out some Pumas. Ostruppen can support your grens while the pumas deal with mediums and the command tank buffs them. This is a doc you use when you are losing and need immediate counters to a possible medium or overwhelming presence against you (This doc is a 1v1 doc most of the time). This is the panic button Doc for Ost Basically, choose Lightning War plus 2, you'd typically know when you want to go Ostruppen and Mobile Defense Doc is always important to have for that just in case. Mainly the decision is between if you want a 5 man gren squad or a final blow to seal the game Tiger Ace. USF Good/Main Docs Airborne/Recon- These two are alternating as each one basically removes the need for a side tech. Airborne allows you to skip LT tech as you can just get 50 cals from drops. Airborne infantry is strong, the p47 rocket strafe is very good against all tanks now, especially against slow heavys. Recon removed the need to side tech Captain for an AT gun. Support Paras are paras that instead of Thompsons get zooks which are better than usual and have an ambush mechanic. IR pathfinders arti can be devastating. Cluster bombs are good area denial, Greyhound is actually a good light vehicle against infantry now. These two aren't necessary but are nice to have and arent weak, don't pick both in your loadout but one is always nice. Tactical Support/Infantry- These are basically the same doc with minor differences. Sandbags, mines, the m1919 upgrade. The difference is that Tac support gets recon, calliope, and a strafe while Infantry gets mortar halftracks, time on target arti, and priests. You can decided which one is you prefer, but I believe in current meta Infantry is favored. Once against one of these should always be in the loudout but not both. Heavy Cav- Rangers, Pershings, smoke and sandbags. Main focus is the Pershing. Nice tank that acts like a panther but with better anti-infantry. A nice doctrine but not a necessity. Situational Rifle Co.- RE flamers are a nice addition to anti garrison that USF sometimes needs, good on city or building based maps. E8 is a nice generalist but not necessary for USF. This is a good to have for specific maps. Its never a bad choice just not one I'd always pick over the other better docs. Armor- The fallen from grace USF 1v1 and 2v2 powerhouse. Not used as much since the Jackson isn't awful anymore. M10s use to be the most cost-effective call in. Now its not bad but not as insanely good as it once was. AssEngis are meh, good DPS but squish. M10 is still a nice tank but is more typically used when a Jackson isn't avaliable for medium counters. Mechanized- This company is a nice addition but is a has a hard time finding light in the huge variety in USF doc choices. Makes your Shermans Beefer which is nice. While also provides the 76mm which is takes a sherman and adds more anti-tank instead of anti-infantry. Mortar halftracks are nice and the early jeep isn't bad in certain situations. Id go for either Airborne/Recon/Heavy Cav + tactical support/infantry + Rifle for those building maps. USF's commander roster is full of very viable options and no commander is truly awful. Soviets Main Doc- I could honestly just say pick a PPSH cons + t3485, Guards+t3485, or Guards+ISU Advance Warfare- Ppsh cons+85 with a strafe and conscript repairs. Great Doc to have for con based builds. Guard Motor- Guards+85, Doom Mortar of doom, mark vehicle and vehicle repair. The bread and butter Soviet Doctrine. When guards are strong this doc is strong. I always have this available Lend Lease- Has seen much less play than before the patch, but always a good commander M4C Sherman isn't call in anymore but still good. DSHKs are less effective but still good in t1 builds. Guard Rifle Combined Arms- PPSH cons and guards plus the broken ass loiter and the ml20. This doc would be a no-brainer pick every game if it didn't have the mediocre KV1. The KV1 works best in 1v1s though and should be considered then Situational Shock Rifle- Shock Troops are great at close range, currently overshadowed by more cost-effective PPSH cons. IS2, KV8 flamer, and Incindenary make this doc a good anti-garrison. Good put overshadowed by Guards which makes it situational. (There are a bunch of other viable Soviet docs but these are what I consider the mains ones that I used. I can't really speak for the others as I don't use them much). Honestly, I just go for Guards, Advanced, Lend Lease. These are all good docs and are useful at all times. This is the only factions I don't really have a situational map/game based commander. Mostly because Soviets don't really need them with these really strong commanders. Brits Main Docs Vanguard/Commando: These two achieve the same basic goals. The main difference is between the Croc and the Air Supremacy ability. This is solely up to you to decide. Special Weapons: This commander provides a very important ability that gives the Brits one thing they lack, reliable snares! Getting 1-2 tank hunters is great against LV spam and the snares are great for the late game. These also help protect your Tommies from vehicle rushes. Halftrack provides Vickers which are basically brens. You also get a strafe, Croc and artillery ability Situational: Mobile Assault- Provides flamers for anti-garrison plus the Land Mattress which basically blankets a part of the map in arti. This is common because it helps brits deal with garrisons without investing in a flame UC. Advanced Emplacement- Used solely for Sim City. There is no other reason to use it. Royal Artillery- Has nice abilities and the Valentine is a situational tank with a very good maphack ability. Sexton sucks and not worth it. You also get flares. I go Vanguard/Commando + Special Weapons + Mobile Assault imo this is the most flexible Brit commander loudout. Hope this helps ![]() In: Strategy Desk |
Thread: Make all Loiter plane abilities a lined strafe 21 Feb 2018, 22:43 PM
I believe most people dislike the ability of "skill" planes being able to cut off a large section of the map. I feel like both axis and allied players agree that dealing with the annoying. I think a good fix for these would be by making all loitering abilities into strafes instead. Due to this the plane abilities will: 1. Require actual skill in when to use and where to place it. IE You can't just click where the enemy is and force them to back off for the given ability time. 2. Make end game plane abilities less dominant and effective against tanks/infantry I feel like a good example of this is the Advanced Warfare Doc for Soviets. This doc had a strafe for the IL2 Sturmovik attacks instead of a loiter. While this ability is still strong it is much more situational when compared to the loitering. Of course, some of the loiters would need to be patch/balanced to become a strafe, but I feel that this would help prevent planes from becoming too dominant in the late game. In: COH2 Balance |
Thread: Making combined arms viable21 Feb 2018, 21:58 PM
snip Actually I'd really like the mortar change. Auto fire should act more of an area denial/cover denial than what they are now doing by wiping models. This would make no brainer auto fire weaker while still being able to provide support to infantry by denying cover. The mg change would need testing I think so I'm not sure on that one as much. In: COH2 Balance |
Thread: COH 2 & DOW III Live Producer Matt Kernachan left Relic21 Feb 2018, 21:34 PM
Don't seaman say; if you are below deck and need to get out during sinking, follow the rats? I wouldn't say the Relics going under yet, its not rare to see studios add/drop people after a not so well received game. And well I'd say DoW3 was a little more than "not well received" In: Lobby |
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