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Post History of KyleAkira
Thread: Things I learnt about WW2 from COH217 May 2014, 09:59 AM
63.Russians won the war by the time ISU-152 hit the field. In: Scrap Yard |
Thread: Poll: About limiting heavy tank call ins12 May 2014, 12:05 PM
ISU152 is a game breaker. In: COH2 Gameplay |
Thread: Congratulations on Victory Day 9 May 2014, 10:19 AM
Yeah, Stalin was a Bitch. He defeated germans but captured their territory. Once the war was finished, he started killing soviets and sending some others to Gulag's. In: Lobby |
Thread: Poll: About limiting heavy tank call ins8 May 2014, 15:41 PM
The team that loses their first heavy tank will not loose the game. He will be able to build another one if he have resources for it. In case of not having resources for another heavy tank, then you will be forced to defend yourself with AT guns, which will be much easier if the enemy team have only 1 heavy tank per player. (Try to loose your ISU152 now and face 2 elephants / 2 tigers with only Zis guns or SU-85 ) That system worked in Coh1. Only 1 Tiger per player, 1 Pershing. And don't forget that heavy tank doctrines had a lack of arty (except King tiger). That is balance! what they are doing in coh2 is mixing up some ideas making this game kinda arcade in some situations. ¿Where is the old balance team from Coh ? In: COH2 Gameplay |
Thread: Poll: About limiting heavy tank call ins8 May 2014, 09:49 AM
I'm creating this poll in order to summarize what Coh2 community would like to be implemented by Relic staff. This issue may be very easy to fix (in case of implement it, it's not needed many resources from Relic programmers). In my oppinion, from my experience and my last 10 games, I don't feel the need of building tier 3 or 4 when playing 2v2 games. That let me float many many fuel that can be used to 2 heavy call ins in the first 25 minutes. (Elephant/Isu-152/IS-2/Tiger) that means, if the enemy have T3 tanks, they will be schreded by my pretty monsters. This situation give me advantages but I'd like to see this changing in favour of combined arms. Because limiting Heavy Call ins will force us to go for the tank tiers. In: COH2 Gameplay |
Thread: Thoughts on the Stale 2v2 Meta (ISU v Ele)8 May 2014, 07:42 AM
What I think it's needed: Balance changes: nerf both tanks HP Allow 100 range only when Hull down Switch HE/Piercing rounds for ISU-152 Reduce AOE of Isu-152 and increase rate of fire Decrease both tanks rear armor. Call in modifications: Limit heavy tanks on the field by 1. Remove fuel on heavy tank call ins (this will favour tanks from tiers) Fancy commander system modification: remove auto CP unlock in favour to manual unlock. atm you unlock this way: 5 abilities: [2cp] [3cp] [6cp] [12cp] [12cp]. New system: [unlock arty abilities/upgrades] <--[0cp]--> [unlock units/tanks abilities] The new system will remind me to Left hand side and right hand side on Vcoh which was very balanced. If you priorize heavy tanks you won't have arty. In: COH2 Gameplay |
Thread: ISU-1525 May 2014, 08:48 AM
+1 In: COH2 Balance |
Thread: Poll: Why don't you participate in tournaments?5 May 2014, 08:43 AM
Because they are played on weekends and I can't assure my disponibility. In: Lobby |
Thread: Cruzz's fantasy patch thread4 May 2014, 11:22 AM
This game is becoming a "company of heavy tanks call in". I'd like to see that heavy call ins limited by 1-2 units at the same time per player. p.e: 1 Tiger / 1 Elephant / 1 IS-2 / 1 ISU-152 / 1 kv-2 2 Kv8 / Kv1 / That was working in Vcoh, atm it seems like any other tank that doesn't come from heavy call ins, are useless (except panther) In: COH2 Balance |
Thread: Who thinks troop training is fair?30 Apr 2014, 06:48 AM
IT would be nice if It only increase 1 vet star per use. 80 mp and 25 fuel for an insta Vet3 squad at minute 1 is crazy. It's OP when used in mortars and Grens in my oppinion. I bought that doctrine but I wouldn't mind if they change that ability. In: COH2 Balance |
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