Use the recon ability. Both abilities have been folded into one.
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You have a great idea that improves the QoL aspects of the game? Please, drop your idea here:
https://www.coh2.org/topic/57860/some-qol-suggestions
Check out Cruzz's DPS calculator:
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https://www.coh2.org/topic/57860/some-qol-suggestions
Check out Cruzz's DPS calculator:
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Post History of Mr.Smith
Thread: T70 lvl 1 cant secure10 May 2017, 23:34 PM
In: COH2 Bugs |
Thread: Teamgame dominant meta10 May 2017, 16:40 PM
I watch a lot of 1 vs 1 too. I do not remember when the last time I've seen USF using Mortar. It is just dump of preciuos resorces. Better to have more squads on the field to flank whermach everywhere and have better map control means resorces to yourself and less for opponent. This is now going off-topic as this is heavily-tied to 1v1, and the long-term viability of tiers. As long as USF gets free officers (which means an extra squad out when it really matters), and their vehicles are supposed to have good shock value (even stronger early game), their vehicles cannot be cheap. Having vehicles affordable for the late-game means that Lieutenant is no longer the "MG tier" and Captain is the "Low-risk" tier. We tried to do this with all vehicles (e.g., M20 nerf-buffs) but only the Luchs changes managed to survive scope (M15 did get slightly bit cheaper). Given how broken JU87 skillplanes are, I think you are playing with your luck if you don't have an AAHT out by the lategame. Though, again, this is something that will have to be determined by 1v1 limitations alone. 4v4 will have to deal with the outcome of this. As long as the late-game is remotely balanced, there is always something to keep players in the match, and that's what matters the most. In: COH2 Balance |
Thread: Teamgame dominant meta10 May 2017, 15:42 PM
We made USF mortar range short, so that it's no longer spammable, and doesn't completely wreck OST early game in 1v1's, which is forced to be stationary by design; especially with 222 changes to respect the light-vehicle meta. The USF mortar is supposed to carry you until you can field light vehicles or the pak howitzer. The pak howitzer itself does need some buffs. However, again, pak howitzer changes need to be carried out with respect to 1v1 sensitivities. The trick with USF mortar is use barrage and relocate. With high setup/pack-up times, and prudent use (e.g., reinforcing in an ambulance), it can help you get through. 4v4-early game meta will always be a secondary concern compared to 1v1 balance. As factions get rebalanced, we cannot promise that early game meta will remain the same. e.g., 4v4 early-game was dominated hard by allies pre-patch; nowadays, it's the complete opposite. At the very least, however, we -can- smooth out some of the 4v4 late-game issues to give all factions a remotely equal chance at the late-game. That way, if your faction happens to suck in the early game, you can always try to hold out until the late-game, try to outplay your opponent, and try to make up for it then. Games that are decided within the first 10 minute mark are not interesting to play. We've already had that for 2 years pre-Brit release. In: COH2 Balance |
Thread: Teamgame dominant meta10 May 2017, 15:24 PM
I think I would easily pick current USF mortar over Soviet mortar, especially if I only have 4-man weapon crews. USF mortar has shorter range, but better packup-setup (which requires micro to use). In: COH2 Balance |
Thread: Teamgame dominant meta10 May 2017, 15:20 PM
4 vs 4 (3 vs 3) A powerful T0 USF mortar was too OP, due to rifles & free officer squads. USF could use some help in the indirect fire department, but that should require some delay and locking-into (e.g., pak howitzer buffs, now that Stuart is no longer a no-brainer). In: COH2 Balance |
Thread: Teamgame dominant meta10 May 2017, 15:02 PM
Although there are some ideas are better than nothing. Relic has a different idea from us players While you can always try out individual ideas with balance mods and get good results out of it (e.g,, "Hmmmh.. how do we tweak Conscripts") getting a collection of changes off the ground is very difficult. There are simply not many people playing mod games to begin with. People start looking for mod games only when: - The live version has stopped updating for sometime - Live version meta feels way too restrictive - There's a focal point (e.g., not 10243253 mods to choose from) Miragefla did an amazing job with his mod, revitalising units/abilities when possible and trying to kick off some synergy where there was none. At the same time, Miragefla's mod came at a time when Relic had "restructured" their coh2-maintainers, and the future of the game looked uncertain. Miragefla's mod was also the only such mod in existence at the time (Cruzz's kappa mod had not been updated by millenia at sometime) Even then, you will have trouble arranging games for anything higher than 1v1 and maybe 2v2. Thus, even if we made those ideas into a mod, we would never attract enough audience to trial them. We could, maybe, try to make an 1v1-oriented mod to try out some ideas where meta feels very restrictive (especially call-in meta, Sov Lend-lease vs OKW Special Operations). However, to go beyond that would lead to a waste of effort (it takes a lot of effort to keep a mod up-to-date with advances in the live-game). However, even then, we would have to start small, and we would still have to wait for sometime until people would be willing to consider playing the mod as opposed to the live version. In: COH2 Balance |
Thread: Infiltration Commandos are Terrible!10 May 2017, 13:03 PM
Once infiltration cheese (i.e., mini-nuke & high-power SMGs spawning out of nowhere) get fixed, infiltration commandos could immediately gain the following: - Ability to reinforce to 5th man (still spawn as 4-man squad) - Ability to lay demo charges, after they have been reinforced to full at least once during the game Currently, I see nothing special that Infiltration commandos bring to the table; except for infiltration cheese on the only Brit doctrine with viable mobile indirect fire and viable flamethrowers. In: COH2 Gameplay |
Thread: Whats the point in guards...8 May 2017, 18:28 PM
Sounds great to me, if a bit unrealistic. Haha. On a somewhat unrelated note, did Boy's AT Rifles get the same sort of change? No. We were not allowed to touch either Boys AT or Conscript PTRS due to scope. In: Lobby |
Thread: Whats the point in guards...8 May 2017, 18:25 PM
If I remember the Patch Notes correctly, didn't the Guards get spared the sledgehammer nerf to the PTRS 41's accuracy? Guards PTRS did get a damage nerf vs infantry (went from 27 to 20), but it's just as accurate as before. In: Lobby |
Thread: Whats the point in guards...8 May 2017, 17:36 PM
Personally, I would use Guards as: - A more cost-efficient handheld AT squad (Penals gimp themselves to get PTRS; Guards can actually fight non-OKW infantry head-on) - Button utility, which you can combine with a satchel or a snare - Grenades PTRS Penals are the low-quality substitute for Guards, not the other way around. Then there's always the question as to whether you want to combine Guards with Penals (Satchel) or Conscripts (Sandbags and, whenever they become relevant, Molotovs) In: Lobby |
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Latest replays uploaded by Mr.Smith
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Company of Area Denials (feat: PIAT commandos)by: Mr.Smith map: Lienne Forest6-2,395
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