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Thread: Radio Triangulation4 Feb 2018, 00:49 AM
Are you guys working on a CoH1 mod? |
Thread: Brits p2w31 Jan 2018, 15:19 PM
I've been having no issues versus Brits. Sure their infantry is strong, but Volks and Grens if microd correctly (using cover always, green preferably, flanking, etc). In combination with MGs, mortars, or snipers should be sufficient. I am going to go out on a limb and say it's the general consensus of good players and players whose opinions matter that British Infantry Sections are indeed not overpowered, and that learning to deal with them is, well, a "learn to play" issue. In: COH2 Balance |
Thread: Why is the Maxim Death Loop Still a Thing?22 Jan 2018, 03:50 AM
I can confirm that I've faced top 10 soviets in 2v2 who are maxim spamming (cblanco comes to mind) and it's very strong. If the MG is microd well, it performs well and can easily dominate. This "death loop" seems more common when noobs are a-moving the maxim, it engages a Grenadier in open cover or a road, sets up, but oh no the Grenadier with vet and LMG wins too many noobs man. Sorry you can't a-move the entire game, but it doesn't mean the maxim is bad. Complaining does mean you may be though. In: COH2 Balance |
Thread: USF still dogpudding in teamgames with randoms21 Jan 2018, 23:55 PM
Sounds like humongous L2P issue. I've faired just fine in 2v2 random as USF. Even had some lvl18+ players thank me for carrying them. You should probably just get good. In: COH2 Gameplay |
Thread: Talk About USF M20 Utility Car21 Jan 2018, 03:19 AM
I built one last week in a 2v2 and got it Vet3. Maybe it's just L2P issue? Just like how Jackson was fine but noobs didn't know how to micro a glass cannon and now it's the best tank ever for no reason other than people need to L2P. Hans said exact same thing on stream the other day. Just sad that people whine more than they play. I also never had issues using old Jackson and never had issues with M20. Use it for its stengths. Kite infantry, flank crew weapons, plant mines to bait vehicles, and stop rushing it into grens, getting fausted, then dying to 222 and crying on forums about how bad the unit is. In: COH2 Gameplay |
Thread: Company of Heroes 2 Mines19 Jan 2018, 22:04 PM
I don't know if mines on doors were/are as much of an issue as it used to be in coh2, but having to lose a full health squad just because you didn't sweep every garrison and looked from multiple camera angles is just as bad as demo charges on capture points, if not even worse. That's true; I didn't think of that reason. But would this still happen even after the new patch? Would be interesting to test. Maybe I'll whip up a quick mod to do so. In: COH2 Balance |
Thread: Company of Heroes 2 Mines19 Jan 2018, 20:25 PM
My question regarding mines in CoH2 is: why do they function differently than CoH1? I really felt that CoH1s mines were in a fantastic place - they deal high suppression (often pinning squads), while dealing moderate damage to infantry. However, they weren't gimped like CoH2s mines, and if you were walking around with a 5 man Volksgrenadier in CoH1, and happened to hit a mine while the squad was clumped and at low squad HP... OUCH, you could get a squad wipe. However, I believe this is a matter of risk taking and not RNG. I understand historically, CoH2s mines dealt 100 damage to all targets and therefore often wiped grenadier squads completely due to their clumping and the 80 health of each man. But, why was the fix merely to cap the number of casualties of the mine at 2 men? This to me is such a rushed band-aid fix - to tone down how lethal a mine is by limiting its power. So I ask of the community, how would you feel about, if there were to be another patch, changing the mines to behave as they did in CoH1? This would be done by means of increasing suppression and greatly decreasing the lethal range of mines. AOE damage in this game has short/medium/long ranges. By merely adjusting the "short range" to something very small (so short range affects only squad members that hit the mine) you can make the mine lethal to all squad models that hit it, but reduce the mine damage to say, 50% at medium range and 25% at long range. With this setup, mines CAN have the potential to be lethal, but more likely will only kill 1-2 members most of the time, while severely damaging the rest. I think now more than ever, this change we be even better due to the changes in squad spacing. Thoughts? In: COH2 Balance |
Thread: instead of adding a fifth man to grenadier19 Jan 2018, 19:28 PM
Oh, people think Ostheer could use some global upgrades? What a fascinating idea ![]() In: COH2 Balance |
Thread: This is the reason why HelpingHans uninstalled12 Jan 2018, 13:57 PM
I'd agree. Seems to be a L2P issue (but actually, not trolling). In: Replays |
Thread: AT weapons for OKW9 Jan 2018, 01:21 AM
I think okw is already way too similar to ostheer. Giving them pak40 like gun goes a long way into breaking uniqueness of factions even more. Honestly, I would definitely rather come back to shreck blobs with no snare than give okw another ostheer copy paste. There is no point in ballance if all that differs factions is their name. So axis AT guns must be vastly different, but all allies get access to reliable long range AT guns that offer green cover and have identical damage, range, and arcs? ![]() Also, the CoH1 vanilla factions are arguably the best designed factions in all of CoH history. And guess what? They both have access to MGs, AT guns, mortars, and snipers. Look at PE and Brits - both gimicky, and hae access to NONE of the above. Look at CoH2: best Faction designs are WM and Sov, and include the same units mentioned above. Even British design is relatively okay, and it has, again, almost all the tools as the other factions. It's only when you look at OKW and realize they have no mortar, no sniper, and no reliable AT gun do you realize the importance of having certain units being standard to all the factions. Uniqueness can be achieved through flavour units, ie, PzII vs T70 vs Stuart, or Firefly vs SU85 vs Jagdtiger etc... not Raketenwerfer vs Zis-3 or some other bizarre compariso. In: COH2 Balance |
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too many noobs man. Sorry you can't a-move the entire game, but it doesn't mean the maxim is bad. Complaining does mean you may be though.

Nosliw