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Thread: AmiPolizeiFunk9 Feb 2014, 02:10 AM
I don't see anything wrong with anything Ami said. It's like professional sports, during the week or before the game commentators can be very critical of the administration if games are poorly scheduled or behind the scenes managament is not handled well. These people draw attention to it in an attempt to have the issue resolved by attracting negative public opinion. Unfortunately it may be a bit late and Relic may not have the resources to fix the many problems with COH 2. In: Fan Clubs |
Thread: Commander Overlap a serious problem22 Nov 2013, 12:29 PM
It's all been covered pretty well in this thread so far. +1 In: Lobby |
Thread: 2v2 Rzhev Mass Armour27 Jun 2013, 14:23 PM
Good length game, showing lots of panzers and t34s in action. In: Replays |
Thread: HTD needs to go22 Jun 2013, 16:21 PM
Using HTD should not allow you to retreat, throw molotovs or use AT-nades. In: COH2 Balance |
Thread: Soviets since the last patch20 Jun 2013, 08:52 AM
They should just make it that weapons cannot be fired out the back of the m3, or give the squads huge accuracy penalites. In: COH2 Balance |
Thread: damage vs early bunkers12 Jun 2013, 10:16 AM
Like in COH, bunkers cost 150MP and that means he is fielding less troops. Use your scout cars and flamers push him off the map, cap the map, ignore the bunkers, get out a t34 and kill the bunkers that way. In: COH2 Balance |
Thread: Remodeling Soviet army10 Jun 2013, 11:28 AM
KT had an 88, KV-1 has a 76... In: COH2 Balance |
Thread: Remodeling Soviet army10 Jun 2013, 09:00 AM
I understand that, but what role does it play in this game? A slow more expensive t34, that has slightly better armour but still gets penned by Paks, shrecks, stugs, panthers and elefants? In: COH2 Balance |
Thread: Remodeling Soviet army10 Jun 2013, 05:25 AM
Some of my thoughts, things not commented on are thought to be reasonable. That's how I'd like to see Soviet army in a future -Flamers do not need to increased in cost. -Neither do they need PPsh, unless you mean it is researchable at HQ. -Game is fine without tank traps -If PPsh is replaced like this as it should, should replace the doctrine ability with infantry construction (like infantry doc COH1) where conscripts/penals can lay mines.
-Conscripts as worse than grenadiers esp as the game continues, why should they cost more? -Bad idea imo, because MG's supress 1 man and your whole squad is supressed, 6 is better. -Molotovs are fine, just because people can micro away doesn't mean they are bad. -Maybe -Oorah! was free in alpha and made to cost munis because you can spam it to cap the map quicker. Leave it as it is.
-No combat package, this is like getting nades and stickies. What if I only want one so I can still fast tech. Don't limit my ability to spend my fuel and take risks.
-Shocks would be OP being available from T1, they already have the best infantry armour values, have non-uprgadeable grenades and can get PPsh on all 6 men. -They don't need fireup, nor should it be free if they had it. -Penals are good, just need slight health buff and should be included in abilities like conscript repair. -Cost increase is fine. -You are telling me I need to spend 40+50+20=110 fuel so I can make a scout car... -The gun damage currently is a main counter the silly early flamer halftrack, but since that is likely getting nerfed, I can see why. -Snipers should not snipe from back nor other weapons be used, flamers, PTRS etc. This then makes the scout car fine, otherwise weapons need accuracy penalties. -Will read other topic and comment on snipers. -This upgrade is a nice idea, but shocks are already pretty good as said before, not sure if they need to be made better.
-Like MG and Mortar changes. -Like shocks, not sure if they need to be here. There is nothing wrong with doctrinal call in units, but if you are making a case for some infantry based light anti-tank then maybe put these guys in T1 instead of shocks/penals. That way button and AT-guns are not in the same tier. -AT gun changes are ok, not sure if it is a damage increase but a penetration increase that is required. Health of some german tanks should be nerfed, i.e panther.
-I find T-70s to be pretty good vs infantry, probably doesn't need an accuracy buff, but perhaps the damage buff, that way it can be used to hunt down flammenwerfers and late game nebel trucks. -As long as it not a huge speed increase. -Cost is the thing, currently T34 is easily more than 20 fuel better and I would even vouch 25 fuel better. How to make this unit worth getting without making it OP? -SU-76 change is interesting, like it as it would be mean 1-3 pretty viable. -Why not just make it like sherman upgun. You don't lose a lot of AI, and if you buff the T-70 that is your AI tank. Just make the upgrade make exisiting t34/76-->85s and new tanks still cost the same as the 76 but they are 85s.
-KV-1 is essentially a meat shield? What role does it fill? -Mechanics are a nice idea, maybe doctrinal to replace gaurds or shocks? In: COH2 Balance |
Thread: IKF Series 1v1 Open Beta Tournament 2 9 Jun 2013, 07:45 AM
I'm looking forward to participating. In regards to the map pool, is it all going to be kholodony? In: Events Central |
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