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Post History of Nosliw
Thread: Good game against some smack talking rand3 Jan 2018, 02:37 AM
i bet siddolio will quote this reply and say "it is" In: Replays |
Thread: Looking for Mentor23 Dec 2017, 18:20 PM
I enjoy helping newcomers. Add me on steam if you'd like: http://steamcommunity.com/id/dabessmang/ In: Mentoring |
Thread: Meta21 Dec 2017, 16:06 PM
Oops In: COH2 Gameplay |
Thread: Meta21 Dec 2017, 16:04 PM
Which can also be a hint that OKW was overnerfed. Vet nerfs, vehicle nerfs, repair speed nerfs etc. etc. I played a 2v2 yesterday on rails vs rank 9 brit. I was a team of 2 ostheer. Won game with osttruppen and 2 panthers. Next game another game as double Wm. Won with 4 panthers and 2 werfers combined between us. I wouldn't could T4 out so soon. In: COH2 Gameplay |
Thread: Dave v Tiramsu21 Dec 2017, 15:56 PM
Agreed. Yes they are good, but they're expensive, counterable, and behind an otherwise useless commander. In: Replays |
Thread: Dave v Tiramsu21 Dec 2017, 02:52 AM
Yes but very easy to counter. You hear noise, push space bar, click squad to other side of point, and shift queue to cap. Takes about 2 seconds of attention. I never bothered with booby traps since they are so easily dodged. In: Replays |
Thread: Dave v Tiramsu21 Dec 2017, 00:35 AM
Didn't vCoh have a warning sound when you triggered a booby trap on a point?It had both a sound and also an event, so you could press spacebar and dodge it. In: Replays |
Thread: For Balance Review Team18 Dec 2017, 19:55 PM
AT guns? Firefly? Flanking? In: Replays |
Thread: Coh1 and Coh2 - The good, the bad and the ugly17 Dec 2017, 23:43 PM
In my opinion, this is what CoH1's USA and Wehrmacht factions did well: First, the factions had important underlying similarities
Secondly, even though there were many similar qualities shared between the factions, there were also many differences which is what made the game fun and unique:
I also feel that CoH1's call in mechanics were better for the following reasons:
Some of these differences are:
I think what CoH1 did better is that the call in units (specifically tanks) were specialized units. The StuH and Hetzers had 1 role, and no turrets. Many of the previously broken CoH2 call ins are all purpose units, like M4C, T34/85, or EZ8 shermans. In CoH2, I have seen many games where Soviets depend on M4C to win the game because the unit is so strong - in CoH1 however, a StuH is merely a support unit. Sure, it can win some games outright, but these are games that have already been won. While CoH2s units often allow players to skip tech entirely (why build T4 when you can spam call in EZ8s (I know this was fixed, just making a point)), where as in CoH1 the logic is more like: I will get a StuH so I can skip T3 and Pumas and go for more vet or T4. I will get a Hetzer to skip marder tech to get more infantry upgrades or panthers. The call in units fill the roles of units already in the tech of the army, but in different ways, allowing for the player to focus on different tech. In CoH2, the call ins define the tech, and replace the need for it. Infantry call ins are too very situational and supportive, and spamming them is a no-no. Rangers are often a panic unit - if the enemy gets a Puma you may have to get rangers if you can't access AT. However, rangers are so expensive to reinforce, and can get out microed, that they are very situational, and therefore often rare. Same points apply to Airborne and Stormtroopers - the squads fill gaps in army composition to buy time for more teching possibilites. Compares this to CoH2, where units like Guards are so potent against all unit types that making several of them in any game is often a no-brainer. This unit doesn't compliment the army composition as much as it defines it. There are no inherent draw backs to them like high reinforcement cost or the like, and getting many of them allows for more aggressive play. The unit. I think heavy tanks costing only manpower is good too. You can fit them into any late game composition. Important though, these tanks are slower than their CoH2 counterparts, and less lethal. In CoH2, a King Tiger often wipes 6 man squads, but this is unheard of in CoH1. Simply toning down the speed and lethal capabilities of these tanks allows them to be fuel-free in my opinion. What CoH1 did well also: doctrine systems - highly different, highly complimentary to the armies, unique, and require decision making since they're non-linear. In: Lobby |
Thread: Coh1 and Coh2 - The good, the bad and the ugly16 Dec 2017, 21:48 PM
These people talking about "spamming call ins" have clearly never actually played CoH1 at any reasonable level. Hurts me to see people be so ignorant and dogmatic about a game they know so little about. You should leave the constructive discussion to those who actually played both games and keep your biased CoH2 fanboyism to yourselves. Hector just gets unbanned and immediately starts with his pompous elitism once again. I guess it's not a surprise you were banned in the first place. In: Lobby |
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