Because everyone wants to play double OKW
My point exactly.
Posts: 3053
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Thread: Guys how to beat 2x okw this patch6 Jun 2017, 16:48 PM
My point exactly. In: COH2 Gameplay |
Thread: Maxim.6 Jun 2017, 15:43 PM
That's true. I almost never make them as okw, but it still suppresses faster than maxim rip. In: COH2 Balance |
Thread: Iron Harvest6 Jun 2017, 15:41 PM
Well of course. I think a lot of people here feel the same way; it's a very good mechanic system for an rts of this type. You make a good point with the top point too though. In: Other Games |
Thread: How tf do you use fighting positions?6 Jun 2017, 15:39 PM
I literally never build them (mostly because I mainly use airborne, the biggest mp sink in the game), but I'd imagine they can be useful right? And could they somehow be useful against garrisoned mgs with the free nades every handful of seconds. Anyone got any tips? I'm assuming it's smart to avoid the mg upgrade and just get a real one instead, as you can't target it and you could get a BAR with those munitions. |
Thread: Teamgame dominant meta6 Jun 2017, 15:34 PM
The only meaningful and useful function for what exists as FRPs would be to allow players to designate their own, or teammates, HQ as a retreat point. That would be nice. Maybe just give a cheap doohickey that can only be setup in the command territory (like an ost/soviet production building) that basically just functions as an frp. Sucks to be the guy who starts at the back of a triangle in 3v3 lol. In: COH2 Balance |
Thread: Guys how to beat 2x okw this patch6 Jun 2017, 15:31 PM
Yeah when I know I'm tired and won't have great unit preservation I play okw lol. Losing a volks squad mid game is pretty punishing, but if one actually manages to lose one, then they deserve to be punished. When I want a fun axis game, I play ost and avoid the elefant lol. In: COH2 Gameplay |
Thread: Forward retreat points.6 Jun 2017, 15:28 PM
So how do you solve the problem you yourself stated? The one where frps basically nullify the disadvantages of blob retreating? In: COH2 Balance |
Thread: UKF Commando infiltrate call in6 Jun 2017, 15:23 PM
That's a standard mechanic. Infiltration units will spawn from off map if you click on a garrisoned building. It prevents, for example, cost free scouting of garrisoned buildings in the fog of war. Yep. In: COH2 Bugs |
Thread: Issues affecting infantry fights. 6 Jun 2017, 15:22 PM
SP's being overtasked IMO is mostly a good thing because they're also kind of the best at everything they do compared to their counterparts, except sweeping. I think it would be a good thing if you have to choose between spamming more volks and making a second sturm squad because I think that's how it was always supposed to work anyway. The only things I would do is combine the sweeper and schreck upgrade and make it a toggle between sweeper and schreck, with a marginal cost increase (like 10-20 muni) and make the sweeper like everyone else's (because apparently it had less detection radius), but which also means no repair speed bonus on the sweeper either. In: Lobby |
Thread: Issues affecting infantry fights. 6 Jun 2017, 15:17 PM
My vote is on incendiary/wp grenades on sturmpios and an isg smoke barrage. The former would make the incendiaries a lot more valuable, as they aren't on spammed main infantry, but on an expensive unit that you will only make 2 of at the most and that is close quarters, so couldn't care less about whether their targets are in cover (10m rule). It would also mean that volks gotta rely on something else to be effective too, and would open a little more counterplay as you know "those are the only guys with the incendiary." I don't understand why the latter doesn't already exist. In: Lobby |
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