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Thread: [1v1] USF vs WM got #rekt27 Dec 2017, 08:46 AM
I a the USF player. Would like another person's opinion on this game. I was completely out of my element playing against this strategy, struggled to stay afloat throughout the game, then I lost. Confessions: - poor early engagements against Assault Grens - got both of my mortars wiped for no reason - didn't bring up enough AT - poor engagements against Panzergrenadiers - no idea which doctrine to pick Any suggestions or advice would be great! In: Replay Reviews |
Thread: [1v1] USF vs WM27 Dec 2017, 08:42 AM
Taken by surprise by this strat In: Replays |
Thread: where do I post possible hacking replay?21 Dec 2017, 06:19 AM
In: Strategy Desk |
Thread: December patchnotes + Bug report20 Dec 2017, 04:00 AM
I thought this was the case, but a game restart fixed the problem ![]() In: Lobby |
Thread: Your top 5 most controversial DBP changes12 Dec 2017, 06:47 AM
1. Riflemen Smoke 2. Withdraw and Refit 3. 3-man Infiltration Commandos 4. M4A3 Sherman Bulldozer 5. KV-8 built from T4 In: Lobby |
Thread: December Balance Preview9 Dec 2017, 09:12 AM
The KV-1 was already a very capable answer to everything in Ostheer T3; now it will be even better.
This means that a regular Pak, StuG, Panther, Tiger shot that deals 160 dmg will only deal 128 (160*0.8). A 300 dmg Elefant and Jagdtiger do only 240 dmg to the KV-1. Gameplay implications? Against 160-dmg anti-armor weapons, a KV-1 would die in 6.25 (7) shots. Originally, a 960HP KV-1 would die in 6 shots. With a received damage modifier of 0.8, an 800HP KV-1 would have 1000 effective HP (800/0.8). Think of it like the KV-1 has a permanent Command P4 buff applied to it. Essentially, although it only has 800HP, the KV-1 is going to be an epic damage sponge. In: Lobby |
Thread: [DBP] Guard Rifle Combined Arms Tactics feedback7 Dec 2017, 16:33 PM
The KV-1 is not exciting to use, but it fills a good role in the SU tank lineup, a sort of "pocket heavy tank". I would pick the KV-1 over the T-34/76 in almost every situation unless I was up against an Elefant or Jagdtiger. The KV-1 has the same gun as the T-34, but it shoots faster. Also, due to having 960HP and 270 frontal armor, it can bounce the odd Pak 40/Raketenwerfer 43 shot, tank damage, and reliably shrug off Panzer IV shots. I do not see the need to make it a Churchill clone. A tiny cost decrease would be nice, though probably unnecessary. In: COH2 Balance |
Thread: [DBP] Luftwaffe Ground Forces feedback thread7 Dec 2017, 15:57 PM
v1.8 Update: Fallschirmjagers Very good changes. Removes all the cheesy infiltration while boosting viability. However, the unit's call-in icon might have to be changed. Airborne Assault Very good changes. Gives players a good reason to pick Luftwaffe, as OKW does not have many powerful off-map multipurpose (especially anti-tank) abilities. However, I would like to ask, is the AI strafe intended to not seek targets? In my testing, they would reliably insta-pin infantry and kill models as long as the enemy were within about 10m of the ability's center, but if they were outside of this very small area (but still within the larger AT strafe radius) the first three AI Stukas would fire at the ground and not effect the infantry at all. In: COH2 Balance |
Thread: [DBP] Luftwaffe Ground Forces feedback thread4 Dec 2017, 04:04 AM
Luftwaffe Ground Forces report card: I cannot find a reason why I would pick this commander over another. Special Operations gives you recon. Scavenge, Feuresturm contain better off-map strikes. If you need elite infantry, Obersoldaten, Panzerfusiliers, and Jager Light Infantry seem more cost-effective. If you want to be defensive, Fortifications does the job much better. Smoke Bombing Run Feels like a self-spotting version of the WM smoke bombing run. Gives this ability more utility. Heavy Fortifications - Tank Traps are useful when Sturmpioneers cap (build green cover). - Trenches are extremely situational; I would build them on garrison-lacking maps such as Langreskaya to house my MG34s, but otherwise I wouldn't spend the time to build them. - Flak Emplacement is much stronger, I would actually build them to protect a flank or to prevent enemy harassment. However, their health is very misleading; the crew HP shows up on the unit icon while the gun/emplacement HP is hidden. Makes it harder to gauge the health of the unit. Fallschirmjagers The original buffs and infiltration adjustments in previous iterations of DBP were great for this unit. I do not agree with the 3-man infiltration spawn, however. I disagree that they should be on-par with other infiltration squads; they cost significantly more than WM Stormtroopers and especially SU Partisans. Therefore, I would say that their high cost justifies their combat strength. If you mess up (e.g. your opponent places explosive doormats, you exit the building into a blob) then you lose an even greater amount of MP. All infiltration units, even 3-man Falls/Commandos, are still capable of wiping low health retreating squads. Two suggestions: if you would like to keep all infiltration units at roughly the same initial combat strength, then reduce Fallschirmjager infilitration cost. Otherwise, revert this change, allowing them to come onto the field as a 4-man squad (also the Brit Infiltration commandos). Valiant Assault The munitions cost decrease makes it much more viable. Still less effective than For the Motherland, but I would say that it is in a good spot. Airborne Assault The first few MG strafing runs only work if infantry are extremely close to the center point of the strafe (approximately 10m). The AT loiter works decently. Is it possible to 1) increase the radius of this ability and allow the MG Stukas to gain targeting capability (gives this ability more combat power), or 2) give this ability a minimap UI that shows you exactly where the ability affects (to allow us to learn to use)? In: COH2 Balance |
Thread: December Balance Preview2 Dec 2017, 12:37 PM
Edit: scratch that, outdated bug report In: Lobby |
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