
Moving any other type of OKW squad onto the point seems to cap fine, even with Falls being on it, but taking them off resets the cap as if there was no unit there.
Posts: 956
Thread: Winter patch Buglist 10 Apr 2020, 01:06 AM
Falls appear to be unable to cap territories ![]() Moving any other type of OKW squad onto the point seems to cap fine, even with Falls being on it, but taking them off resets the cap as if there was no unit there. In: COH2 Bugs |
Thread: 60 range TD9 Apr 2020, 19:27 PM
The other way to solve this is simply moving all the lategame TDs and heavies to another time frame. After min 40 or so. *Plays a dirge for Jagdtiger & Tiger Stall* In: COH2 Balance |
Thread: (H)MG34 9 Apr 2020, 11:25 AM
I voted that HMG34 needs no buff. Can you address the issue with it OP? If its a need for better suppression, i can only suggest you pairing it up with a Flak HT Flak HT has a lifetime of single-digit minutes in 4v4 and limits you to Battlegroup HQ...which may not be the right choice, esp against heavy LV play. I guess I'll just fall back on the tried and tested strat of Fort bunkers/Luft AA emplacements to secure sectors...like I've been doing the past 4 months. Oh well. In: COH2 Balance |
Thread: (H)MG34 8 Apr 2020, 18:18 PM
I really can't agree that 2 per shot made the HMG 'avg' there. It was so bad after that 4->2 patch it should have been a meme. In any case these are ancient history notes for a version that ceased to be relevant years ago. Topic's about the MG34 today. I shouldn't have engaged with the mention of the early versions. In: COH2 Balance |
Thread: (H)MG34 8 Apr 2020, 17:27 PM
Perhaps you're referring to the game before -this- change on Sept 9th 2014? I joined a while after (sometime in 2015) and found the new version a POS. ![]() In: COH2 Balance |
Thread: High Skill USF gameplay is just so micro intensive8 Apr 2020, 13:05 PM
You could submit this vid to the Trending page. Would be good for a laugh at least. xD In: Lobby |
Thread: 60 range TD8 Apr 2020, 12:17 PM
Oh thank goodness, it's on the radar now. I can stop assuming it'll be walls of Jacksons every game with USF forever. In: COH2 Balance |
Thread: High Skill USF gameplay is just so micro intensive8 Apr 2020, 12:10 PM
*Shudders in BAR rifles blob right click or M1919A6 blob A-Move* In: Lobby |
Thread: (H)MG34 8 Apr 2020, 11:28 AM
Oh no, I'm not engaging your posts Katitof. Not after the last time that had me questioning my sanity. In: COH2 Balance |
Thread: (H)MG34 8 Apr 2020, 11:08 AM
It barely does that job, at all. Going from it to the other MGs and it becomes extremely clear the difference in suppression and lethality. Don't lecture me. I was there when the Suppresskubel still existed, MG34 was Fort/Luft only as CP 1, am fully aware of the potential problems. The MG34 was laughable in that era mind you. I have not asked for it to be moved to T0. Its current position in the tech tree should actually make it better than the MG42 but I think that's unreasonable and ask for it to be brought to the same baseline. People saying that they're comparable really need to use both of them more often.
And the MG34 would not also be put into buildings and vulnerable to the same things? Even if they weren't, Garrison damage is 50% of damage received. More often than not, a MG crew will be in yellow not green cover esp if someone's destroyed the green. That's 100% of indirect fire damage received. I've already addressed the pre-load problems of the IAPs in an earlier post. Vet 0 Vickers is still > Vet 0 MG34 for 1 mg vs 1 squad engagements. In: COH2 Balance |
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