It's very difficult to say what you can do to soviets without major reworks. Penals and conscripts will always fight for their slot as mainlines, and if penals are not OP, they will not be used because they're behind a very AI based tech structure that pushes you out of AT practically.
I'll wait a bit to see what other people say about the faction, however I think although the T70 is easily the best light in the game, I don't think it requires a change. Its damage is decent and cannot be ignored, but being properly prepared with mines and AT guns can hamper any LV well enough.
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Thread: State of the Soviets4 Dec 2019, 19:08 PM
In: COH2 Balance |
Thread: remove censorship4 Dec 2019, 19:00 PM
the game is created in Canada, not in Germany. So why the censor>? CoH2.org =/= ingame CoH2. Relic runs ingame coh2 as well as the offical site www.companyofheroes.com. CoH2.org is just a forum with a repuatation that works with relic for Company of Heroes as a series. We have tourney organizers of our own, admins of our own and moderators of our own. Relics pull on this site exists, but it is not substantial, or barely existant IMO. As far as ingame goes with the lack of swastikas, that was relics design choice. I'd imagine it would be of little benefit to actually have them ingame as opposed to avoiding public backlash of having them by certain areas of the media nowadays. That's my take anyways. In: Scrap Yard |
Thread: remove censorship4 Dec 2019, 00:05 AM
y not? It is historically inaccurate It's illegal in Germany and we do not allow illegal content. 2.0 Illegal content In: Scrap Yard |
Thread: remove censorship3 Dec 2019, 23:49 PM
why is there no swastikas? @ modI don't see any swastikas. Do you? They're not allowed here. In: Scrap Yard |
Thread: LNT. PRIDE POSTS PART 3: CEASARS AND LIEUTENANTS3 Dec 2019, 02:44 AM
EZ In: Replays |
Thread: remove censorship2 Dec 2019, 22:38 PM
? In: Lobby |
Thread: (4) Taman Peninsula30 Nov 2019, 20:56 PM
Played 2 games, Me and LoopDLoop vs blvck and looniestrumble. Decent map. You can really feel the amount of flanking routes in the map is substantial. At the same time, there's a lot of tree lines that makes MG spam quite difficult to counter. Left side VP is very difficult to push from the south if there's an MG to the north. Nearly impossible without smoking the MG. According to loop, there's some hedges that are both not a sight or shot blocker? If it's a heavy hedge it should at least block sight. He said this was on the right side south near the fuel where he lost his M20. Cover is not around the map in a traditional sense. Lots of N/S facing cover meaning it's almost funky to use sometimes. Gives real adv to factions that can build cover. USF basically crying because no nondoc bags and general lack of yellow cover in the mid section. Central lanes makes it diffcult to push support teams away with infantry. Map is essentially ruled by support team spam. Munitions have no real cutoff, but at the same time both munitions are very accessible to both sides which is a very nice change of pace. Fuel cutoff is a bit weird. It's very much pushable, but if you lose control of the central lanes you basically lose your fuel permanently it seems like. I imagine brits with lack of indirect would get destroyed on this map. Green cover for your opponet overlooking a fuel or cutoff is dangerous IMO. Should consider removing that. Fuel and fuel cutoff can both be covered by single schwer HQ that is still relatively easily defended. Retreat paths ARE NIGHTMARES if you're on the sides. Because both bases are very central based your forces tend to run through the mid cutoff which can be overrun by your opponet. Essentially forces you to push into meatgrinder center lanes instead of leaving to the sides of your base. Left side muni small green cover wall. My suggestion is add a few more openings so it gives slightly better accessibility and retreat paths. Large building there HP should be toned down. No windows to shoot from but IIRC building holes from mortars and tanks can be shot through if they're made large enough. Maybe add small path way to center VP for infantry and lights to contest center VP more. Overall I'd give it about a 7.3/10. It's very much playable more so than certain other maps but it does have some annoying portions. In: Map Sharing |
Thread: IS2 bug on eidhoven30 Nov 2019, 18:37 PM
More importantly though, could the fallschirmjaeger shoot stuka rockets??? In: Replays |
Thread: Thoughts on Comet? Bad or Meh?30 Nov 2019, 18:14 PM
I like it. It's a decent AI tank that has a lot of beef and armor in comparison to standard mediums, and most importantly, it can chase tanks down. It works very nice as a support tank and can operate on its own as well. I think my only complaint is the total cost + tech (Which also gives other bonuses) which can make it pretty expensive and slow to get for its relativly low shock value. In: COH2 Gameplay |
Thread: What could be done to USF to give them a better early game?30 Nov 2019, 01:40 AM
Alright enough with the codguy trolling ladies and gents. CoDguy is a person not a punching bag. @op I recommend uploading a replay and asking for a review. /locked In: COH2 Balance |
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