swap mortar and riflemen Doctrine RE CP0 flametrower.
So USF get flamethrower to clean building and flanking support weapon and Riflemen Doctrine get a super CP0 mortar, you can even make it CP1 or CP2 to delay it.
I miss Flamer Riflemen...
Thread: USF Mortar Fix Idea13 Oct 2016, 20:52 PM
swap mortar and riflemen Doctrine RE CP0 flametrower. I miss Flamer Riflemen... In: COH2 Balance |
Thread: Relic wants your vote about balance13 Oct 2016, 15:21 PM
I guess I'll vote for the USF mortar, hope they remove it and buff and/or make grenades more accesible, sometimes it's better not to build the damn thing to avoid the mere risk of it being stolen. In: Lobby |
Thread: USF Mortar Fix Idea11 Oct 2016, 21:09 PM
Remove mortar, reduce the cost of teching and using grenades, that's what needs to happen. In: COH2 Balance |
Thread: Allied infantry vs Axis tanks11 Oct 2016, 20:12 PM
Meanwhile Land mattress and CalliOPs are no brainers since you can simply walk through their barrages with your friendly units since they have such low friendly fire values Oh how I adore doing that, when they rush head along into your guys, STG style and the suddenly they are all dead. Bless the Organ of Freedom! In: COH2 Balance |
Thread: Unused ostheer panther voicelines10 Oct 2016, 23:04 PM
This is the buff the Panther really needs! In: Lobby |
Thread: Ostheer - The Dead Circle vs USF10 Oct 2016, 22:01 PM
OKW is more agressive by nature, I guess being able to seal the deal with call in vehicles that can bleed enemy some more is better on them, than OST who should always go PZ4. In: COH2 Balance |
Thread: Ostheer - The Dead Circle vs USF10 Oct 2016, 21:13 PM
What's the difference? Besides OKW prostwind having 5 levels of vet and being a Call-in. In: COH2 Balance |
Thread: Allied infantry vs Axis tanks10 Oct 2016, 01:29 AM
Yeah, even indirect damage put aside, as mortar and rocket artillery have become extremely important in 2vs2, I dislike seeing Grenadiers, Obersoldaten or Riflemen just A moving and beating MGs wiht the LMGs, I wish CQC stuff like Thompsons and BARs were the big infantry damage, as it involves flanking most of the time to get there for those yummy wipes. In: COH2 Balance |
Thread: Allied infantry vs Axis tanks9 Oct 2016, 20:31 PM
Yea, I missed that issue he had was 2v2s and up. LMGs need to be nerfed to 1 per squad at most. Or just limiting the number of LMGs to the number of rifle squads ingame. Yeah I agree, so it's an option but not always the superior option, 2vs2 is where indirect fire is at it's best and LMG blobs need to stop to fire and you can punish them hard when they do so. It just requires so little input that it's cost still offers too much pay off for no micro. In: COH2 Balance |
Thread: Allied infantry vs Axis tanks9 Oct 2016, 20:15 PM
Making so only Riflemen get their dodge bonuses when standing in cover is against the BAR optimal range, it would only lead to LMG Rifles become even more prominent than they are now, it would nerf them harder in 1vs1 than in the larger game modes this guy is complaining about. In: COH2 Balance |
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