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Post History of LoopDloop
Thread: Fallshrims got completely neutered over the years16 Mar 2020, 21:29 PM
Yes because falls are definitely terrible right now. Who needs a camouflaged infantry unit with good DPS at all ranges, a snare for some reason, +50% accuracy at vet5 for a-moving, and 2 of the strongest grenades in the game? In: COH2 Balance |
Thread: Have they considered properly balancing Panzergrenadiers?12 Mar 2020, 02:48 AM
Have you considered gitting gud In: COH2 Balance |
Thread: Winter balance mod 2020 V1.310 Mar 2020, 22:56 PM
They lose it when models turn (like, to shoot something), so they often don't get the bonuses they're supposed to, and will randomly reveal themselves whenever they feel like it. Also, I kind of wish they actually had one of the good camos, either that ost ambush camo infantry get or that commandos/stormtroopers get considering they're an expensive squad that isn't incredibly good as is but that's a whole separate discussion and probably not balanced. Also, welcome to .org ![]() In: COH2 Balance |
Thread: Winter balance mod 2020 V1.310 Mar 2020, 03:24 AM
I don't see the reason cons need a reinforce reduction with the 7-man upgrade. They're already really good at 7 men and super durable. IMO the cost reduction should be removed entirely. Also cromwell still bad. Also also thank god for finally fixing the pfusies nade bug. Can we get a fix for paratrooper support squad zook camo too? In: COH2 Balance |
Thread: Stormtroopers 5th man at vet3?29 Feb 2020, 00:17 AM
I was just thinking about this today and IMO it'd be cool if stormtroopers got a 5th man at vet3. That'd put them much more in line with commandos and make them a lot better lategame, and IMO they'd be fine powerlevel-wise since allies tend to have better mid-close DPS anyway as a whole and tac assault is a huge risk/reward mechanic. They also don't get first strike bonuses compared to commandos. In: COH2 Balance |
Thread: USF doesn't need any more buffs this patch.19 Feb 2020, 05:36 AM
That is true. I do tech nades eventually, and I guess it sort of helps but really it's not much change at all in the grand scheme of things. Definitely won't actually make a difference in terms of overall power levels. In: COH2 Balance |
Thread: USF doesn't need any more buffs this patch.19 Feb 2020, 00:42 AM
I don't know 50 manpower pretty gamebreaking man. Like the massive +10 mp build cost nerf to sturms. Hoo boy kappa In: COH2 Balance |
Thread: Commandos vs 222´s16 Feb 2020, 23:07 PM
Yeah 222's made out of paper. I would use it to reveal them, and then back up and engage from long range where their pen drops off and you can win. In: COH2 Balance |
Thread: Mines should give XP to the squad who planted them16 Feb 2020, 15:43 PM
All structure that have a cost could provide the builder with XP on completion That would disproportionately benefit EFA, especially ostheer, but honestly that probably wouldn't be an issue since WFA can have handheld AT on their engineers and vetting them has never been a serious issue. This would mostly benefit the russian engs, UKF engs and sturmpio. Rear echelons cant place mines non doctrinal. German minefields arnt reliable, since the enemy sees them from far; tank mines are often a gambit. As others said, rear echelons do have mines, and ostheer pios would probably get a huge amount of XP from even infrequent teller hits, and on the off chance somebody goes through an s-mine field, you'd be getting XP too, and some is better than none. Experience on sweeping mines is better or you could just farm vet 2 engineers if you're floating munitions in the late game. Why not both? And engineers (minesweepers especially) should be able to vet in the lategame, because currently this is functionally not possible without them having handheld AT (which isn't even an option for a majority of factions' engineers). Maybe it could be locked out by flamethrower/AT upgrade, or at least put behind minesweeper upgrade Probably should be locked behind sweeper upgrade. In: COH2 Balance |
Thread: Mines should give XP to the squad who planted them16 Feb 2020, 05:19 AM
Would be a nice way to actually vet engineers that don't have flamers or handheld AT past 1 minute. It was a thing in coh1 too. In: COH2 Balance |
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