i don't understand how you can have fun in teamgames
95+% of the community play teamgames over 1v1 so yeah that must be a crazy mystery

Thread: My last personal wishlist for teamgame adjustments7 May 2020, 20:23 PM
i don't understand how you can have fun in teamgames 95+% of the community play teamgames over 1v1 so yeah that must be a crazy mystery ![]() In: COH2 Balance |
Thread: My last personal wishlist for teamgame adjustments7 May 2020, 18:50 PM
thanks and yeah about perimeter overwatch I was very unsure as well if my change would be the best. But its important that it gets changed at all In: COH2 Balance |
Thread: My last personal wishlist for teamgame adjustments7 May 2020, 18:02 PM
Some really good ideas here. I'd vote "yes to all" except for: They changed the mattress long time ago so that anti tank weapons always aim at the gun and will destroy it even when its still crewed. Any tank can just drive up and kill it because it's too slow to get away unlike other rocket arty pieces (which is fine and I dont want that changed, I just want lower reinforce cost). The long barrage duration also makes it very prone to a reaction from the enemy In: COH2 Balance |
Thread: My last personal wishlist for teamgame adjustments7 May 2020, 12:54 PM
First of all I just wanna say -as an absolute teamgame main- that I think that the teamgame balance is imho in a very good spot, but I wanna try to collect my most annoying remaining "issues" off the cuff. Feel free to comment on it however you want, even if you think some of it is bullshit. And ofc Im aware that this is only a wishlist in the end and most of it will most likely never get implemented, either because Im wrong and its not an issue or because there wont be another balance update ever. - Lower the splash damage of plane crashes to below 80 so it cant wipe fullhealth squads Soviets - big rear armor nerf for ISU152. Small scatter nerf for HE rounds. Wehrmacht - spotting scopes removed from the elefant (not from the whole doctrine). Brits - Mortar Pit cost from 350 to 250, now spawns with 1 mortar. Second mortar upgrade costs 100mp and OKW - Stuka zu Fuss rework: default barrage now randomly scatters like the incendiary barrage. Onehit kill radius slightly nerfed but AoE suppression added to the rockets. This would give OKW a very important tool against blobbing or spamming which atm they have absolutely no great tools against (hands down the biggest problem of OKW imo), while also adjusting the stuka's cheesy wipe capability against slower-to-react teamweapons which can be too oppressive considering the stuka's early possible timing. Vet 4 incendiary barrage moved to vet 1 but flame DOT greatly reduced, scatter reduced and cost from 100 to 50… to give okw a nondoc tool to deal with garrisons, structures and soviet fhq more easily. Veterancy 1 cooldown bonus added to vet 2. The live version vet 0 stuka barrage gets moved to vet 4. free ability. All 3 barrages share the same cooldown ofc USF - Pakhowitzer damage nerfed but cost also reduced. OR remove its autofire but change nothing else. In: COH2 Balance |
Thread: Isn´t maxim aoe suppression7 May 2020, 01:17 AM
The AoE suppression radius of the maxim is only 2 "meters" higher than the one from any other MG I think. Do you know what 2 meters are in CoH2? thats like the width of an infantry model on your monitor while not zoomed in. And if you mean the actual aoe suppression value then idk why you would think that. ~0.007 AoE suppression is garbage compared to other MGs especially considering the maxim's low rate of fire. In: COH2 Balance |
Thread: State of ToW5 May 2020, 22:15 PM
Theatre of War.... it's the smaller "bonus campaigns" In: Lobby |
Thread: This patch litteraly ruined the game.5 May 2020, 14:07 PM
What better clip to sum up the original post than this: Thanks for the entertainment In: COH2 Balance |
Thread: UKF is disgustingly OP4 May 2020, 13:24 PM
what does tiger have to do with the shitty early game design of OKW? In: Replays |
Thread: UKF is disgustingly OP4 May 2020, 13:21 PM
I thought that Brits countered OKW even before the patch? What does this prove? no no no man, being 5% harder to hit out of cover and a tiny better moving performance (a scenario where u dont wanna use them anyway) obviously made them SUPER OP! ![]() This replay along with any other OKW vs Brit match showcases the trash design of the OKW faction and not Brits being OP. This is simply what happens if you delay the MG or snare of a faction super hard. Same can be seen with USF In: Replays |
Thread: Is this a maphack? What do you think?4 May 2020, 13:00 PM
could you provide the exact timestamps maybe and describe what exactly happened? nobody wants to slowly go through a complete 25min replay And also say who (name!) do you think is hacking LUL In: Replay Reviews |