So, just to clarify.
Bombs are not tied to a stuka entity (and thus just drop for orbit)?
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Thread: OKW Sector Assault needs to be fixed ASAP17 Jan 2019, 20:29 PM
In: COH2 Gameplay |
Thread: OKW Sector Assault needs to be fixed ASAP17 Jan 2019, 19:40 PM
How does the bombing work? I didn't have any stuka loitering (thanks to my quad) but bombs just droped over my units anyways (BTW i'm necroing this post because it has a discussion about the sector assault mechanics) In: COH2 Gameplay |
Thread: Combat Engineers and its current state16 Jan 2019, 00:30 AM
Regarding dps changes one has to consider CE high damage allows them to soft counter kubels (they seem to penetrate it more reliably than cons). I love Aegion mod ppsh engies. With the current revamps and drastic changes to units...who knows? I firmly believe the dicey dps its a relic from the past and has to go. CE mosins seem odd in retrospective now that every faction engineer unit supports their mainline infantry with a different kind of weapon In: COH2 Balance |
Thread: The Overwatch Problem15 Jan 2019, 04:08 AM
Relic please, lock the doctrine out of the game until you fix it. 2v2 its just overwatch over and over and over In: COH2 Balance |
Thread: Combat Engineers and its current state9 Jan 2019, 19:39 PM
There is general consensus that soviet combat engineers are the worst starting unit of the game in a meta that revolves around early agression and infantry heavy builds. Combat engies are not designed to be combat effective units: - 4 men squads. - They still use the old conscripts mosins: Low accuracy/high damage. - Really hard time vetting. - They don't get RA (recieved accuracy) with vet. They compensate this with a lot of utility: - Standard wire. - Generalist mines. - Sweeper and Flamer upgrades. - Flares and Demos for cheeky tactics. Of course, soviets builds have bigger problems with conscript limited scaling (without docs) and the worst mg of the game. But I think something could be made to bring CEs on par with the other engineer units, taking the precedent of pios geting buffed to improve their lethality (which was needed specialy against usf rifles) In: COH2 Balance |
Thread: Motherland HMGs rework4 Jan 2019, 05:44 AM
Increase supression, maybe dmg, and increase the price up to 300 or something. You will have to change cons scalling to avoid maxim spam though In: COH2 Balance |
Thread: Increased number of abandons after the patch4 Jan 2019, 05:41 AM
I have seen an increasing number of vehicle abandons since the december patch. It has become so common its happeening 9 out of 10 games and its really weird. Did they change any stat? In: COH2 Gameplay |
Thread: rework sniper teams to recon teams25 Dec 2018, 01:55 AM
CoH2 is unsalvageable. But snipers should be removed from a CoH3. I agree with you in how detrimental they are to the core values of CoH, and that they should be reworked or reintroduced in coh3 as recon teams with a muni costing snipe. Snipers literally made me dump brits because ostheer always goes for them. And they are always there piping my doods, and worst of all, they dont have dialogues when under fire. They just die silently I appreciate myself a good fella. I don't use snipers because how infuriating they are. I want my oponent to have a good time after a day of work. In: COH2 Balance |
Thread: My first decent match with brits18 Dec 2018, 05:14 AM
Well, I've finally got matched with someone of rank 500 Overall, I had the upper hand in the match. Having two pyrotechnic tommies seems to be a bad investment because you will end up lacking healing most of the time. Also cromwells are reeeeeeeeeeeeeeallly bad. At least T34s can kill infantry with their mgs The vickers UC seems really usefull as it can help you out dps the enemy while remaining mobile. I had axis suicide infantry trying to destroy it. In: Replay Reviews |
Thread: All Oberkommando commanders are ridiculous part 1- Overwatch18 Dec 2018, 05:11 AM
Remember when axis players raged about how 45 muni was too cheap of an upgrade for 3 ppshs? In: COH2 Balance |
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