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Post History of LoopDloop
Thread: Increase light jaegars price26 Dec 2018, 18:36 PM
RIP any hope of a constructive discussion as per the usual for balance threads... In: COH2 Balance |
Thread: Increase light jaegars price26 Dec 2018, 15:14 PM
Best comparison is still JLI and paths. Idk why people keep trying to think up other ones honestly. They’re literally the only two units with the particular role they have. But I also don’t get why the fact that they don’t have AT makes them “obsolete” if they have a cp requirement. Paratroopers come even later at 3cp and have a worse RA (in exchange for more men and paradrop reinforce and crazy dps to be fair) and have absolutely no AT either. Same with every single other allied elite infantry unit except for guards. Same with stormtroopers if they don’t have schrecks (which knocks off 1/4 of their AI dps). In: COH2 Balance |
Thread: Why are 1v1 games only axis vs allies?26 Dec 2018, 15:11 PM
Lmao that’s facts. In: Lobby |
Thread: Why do 5 man grens get an RA bonus?26 Dec 2018, 15:10 PM
Because volks can still just waltz up to it and flamenade it since it has garbage suppression and can barely do its job. In: COH2 Balance |
Thread: Mechanized builds26 Dec 2018, 01:22 AM
Mostly what I want to get ideas on is the early game; as in how many rifle squads and wc51s do you guys make and do you go lt or cpt and how many cav rifles do you tend to want? I find myself a bit overwhelmed with the amount of combinations possible with this commander in terms of early game and I’d just like to get more opinions on what seems to work best. |
Thread: OKW's 221 is too weak for its 20 fuel cost26 Dec 2018, 01:18 AM
Rear echelons never actually fight combat engineers so that’s more or less irrelevant. I’m talking axis vs. allies matchup. But even so, rear echelons are significantly more expensive to reinforce 25 for rears vs 17(?) for combat engineers. Also combat engineers can have flamers. The only thing that rear echelons are actually good for is smoke and bazookas, which is pretty much fine IMO but that was irrelevant to the point I was originally trying to make, since they have neither in the very early game. In: COH2 Balance |
Thread: I don't know what to do with Stuart26 Dec 2018, 01:15 AM
Yeah I actually find it pretty decent against the ostwind. You sure won’t kill it if he’s not an idiot, but forcing it off is good enough performance for me especially considering that it’s a light tank vs. his actual tank (that he got instead of a p4) which is supposed to be a shock unit since the ostwind doesn’t have real at capacity. In: COH2 Balance |
Thread: Increase light jaegars price26 Dec 2018, 01:09 AM
6cp is obviously way too much. I think that the only change really needed would be to increase their cost. Spamming them is a no brained right now because they’re so cheap, and when compared to pathfinders they’re cheaper and have better performance overall, which makes absolutely no sense. That and mayyyybe either increasing to 2cp or bringing their crit down a bit, maybe to like 55-60% as opposed to current 70% (compared to pathfinders’ 40%). In: COH2 Balance |
Thread: I don't know what to do with Stuart25 Dec 2018, 19:39 PM
IMO its utility and survivability are pretty damn good as they are, and aren’t what are really weighing the Stuart down at all. Its abilities are solid and stun shot especially comes in clutch a lot of times, and it’s fairly maneuverable and has decent armor for a light vehicle, much better in both departments than the AEC for sure anyway. It’s also worth noting that it’s one of the only (if not the only) light vehicle with 2 mgs (hull and coax). I have no idea how much damage they do but logic would say that 2 is better than one right? Personally, I think the best solution would be either to buff those mgs a little more or to make the main gun able to more consistently hit single infantry models but more often wound them instead of killing them, I guess by decreasing scatter and changing AoE profile to be slightly wider but less damaging/more damage falloff (but not changing base damage at all). That way it’s dps vs tanks and vehicle remains unchanged in both scenarios. In: COH2 Balance |
Thread: OKW's 221 is too weak for its 20 fuel cost25 Dec 2018, 19:32 PM
Aside from manpower worth starting with sturms as okw or an infantry section as brits is far superior tactically to starting with combat engineers, pios, or rear echelons. There is literally no proper matchup that rear echelons can win in or even trade in and meanwhile okw and brits both start with terminators by early game standards. In: COH2 Balance |
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