No thanks.
If you wanted super mega tanky Churchills you should've been here at Brit release.
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Post History of ZeroLithium
Thread: Buff Churchill armour, atm it's jelly16 Nov 2015, 02:46 AM
In: COH2 Balance |
Thread: Rework Assault Grenadiers16 Nov 2015, 02:46 AM
The models themselves are ok, it's just the MP40 is rubbish with its relatively low dps. If they changed the stats on MP40 it would make the assgrens a somewhat viable assault unit. In: COH2 Gameplay |
Thread: Ostheer (Wehrmacht) Grenadiers 14 Nov 2015, 22:54 PM
USF had stronger infantry in the early game with the rifles being able to trade well vs ost at close and medium ranges but would be outclassed when the grens could afford their LMG and would bleed rifles heavily on the approach. Indeed, USF late game was always a problem with axis armour being relatively superior being made of Krupp steel and not notebook paper as is the case with the USF. However, USF did have methods to keep their armour alive with their vehicle crews - it was a matter of not tunnel visioning and choosing to withdraw, repair and fight again, while most players with low ELO simply going YOLO and then crying cos they don't understand how to properly use USF armour.
Absolutely agree. The bleed was rather crazy because they dropped like flies in the late game (well, all stages of the game really), and had ramifications as the game progressed. BARs needed a buff to make them more useful and play a defined role for the 60 munitions investment, and it worked. It's just this combination of very potent veterancy buffs and the blob up meta where you can a-move (hell not even A-move; it's just right click in the general direction cos they can fire much better on the move now with BARs buffed) and win most engagements and it's quite hard to deal with when the USF keeps snowballing. In: COH2 Balance |
Thread: Turbo Obers; Remove IS cover bonuses13 Nov 2015, 02:33 AM
Perhaps tie the bonuses given to the type of cover? E.g. bonus for being in green cover > bonus for being in yellow cover? In: COH2 Balance |
Thread: Ostheer (Wehrmacht) Grenadiers 12 Nov 2015, 09:09 AM
I think one of the biggest changes possible would be to give frontline infantry the ability to upgrade from 4 to 5 units and bring them in line with every other faction. In: COH2 Balance |
Thread: (Experiment)Damage to Garrisoned broken.12 Nov 2015, 00:18 AM
They want to promote run like manial into building style of play. I've also noticed this - demo charges only do like 3/4 building health on a medium/building. Buildings also take ages to catch on fire and receive absolutely no damage from flamers when ungarrisoned. If this is right, then it's rather problematic for all factions because infantry is very hard to dislodge. Does this effect also extend to trenches? In: COH2 Balance |
Thread: Input lag(how fast your units respond to a command)10 Nov 2015, 12:03 PM
I played a game today where I had a 2 - 3 second delay for all my actions. I've been getting lag spikes where the game sort of stutters for a second or two the past couple weeks, but this was ridiculous. In: COH2 Gameplay |
Thread: 4v4 can't be balanced, they said10 Nov 2015, 11:59 AM
I agree and disagree with your point here. While I agree that players aren't forced into meta in 4v4, there still exists 4v4 meta and it exists for a reason; it's just not the same meta as 1v1 or 2v2. If you look at last patch, for example, OKW meta was spam LeiG and push; before that, Brit meta was get Centaurs and Churchills/Crocs and Axis prepared for these units accordingly. There are always going to be commanders that are preferred because their utility could potentially help the whole team (e.g. CAS), and some which are simply not used because they're not that great. So yes, while you can use an unconventional commander and win, this may come at the cost of your teammates who now have to cover the weaknesses in the team as a result of your commander choice. Either way, individual skill and being able to work together with your team means a lot more in 4v4 than in 2v2. In: COH2 Gameplay |
Thread: 4v4 can't be balanced, they said10 Nov 2015, 11:44 AM
there is no strategy diverstiy in which way you cap and evreything is pretty static which encourages arty spamfests. 1v1 and 2v2 are just way more "mobile" and flexible how the maps are played I agree that sometimes it can be pretty static and there are certain positions which are almost bumrushed to secure an advantage, but there are times when the entire front shifts are a result of a snowball that happens somewhere else on the map. But then again I've also played many games where it devolves into an arty match to dislodge the opposition from their strongpoint. I think it's also worth considering that it takes units much longer to retreat back to their main base (for not all factions have forward retreat points) on a 4v4 map than a 1v1, so it's not as devastating losing presence on a 1v1 because you can get them back in the fight relatively quickly. It might also seem more mobile on a small map because units aren't spending all day moving to a position ![]() In: COH2 Gameplay |
Thread: Volksgrenadiers / Flame grenades / shreck spam9 Nov 2015, 01:08 AM
It would be nice if Katy's suppressed and pinned like the Axis panzerwerfer. I think blobs should be severely punished if they get hit by Katy's but the fact that this Axis blob can walk through a Katyusha barrage is a mistake. I think it would be fair if units hit by the first Katy barrage get suppressed and if they stick around for the third, then they get pinned. In: COH2 Balance |
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