kinda, but whole one squad having faster aim times, different formations bothered me. So in later tests i set up 2 sand bags at around range 7/8 apart and made then charge into those covers starting from a bit further away.
Did you use cheatcommands to spawn them in front of eachother and changed sides on one of them?
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Thread: Are Ass Grens too good??13 Jan 2020, 18:26 PM
In: COH2 Gameplay |
Thread: Are Ass Grens too good??13 Jan 2020, 17:40 PM
did u just pulled those out of ur ass or have something to show for it ? cause math says otherwiseI'v tested each of these(around 3 times). Honestly this was quite surprising. I thought they would be on par wit cav riflemen but not better turns out they are. In: COH2 Gameplay |
Thread: Are Ass Grens too good??13 Jan 2020, 16:58 PM
Imo they are at least fine. They allow ostheer way to play aggressive early game without being useless later on. Counters to them also exist withallies, with them being able to bully them with early game light vehicles, maxims and vickerses. Usf might struggle a bit early on but once teched and bars avaiable, they can be dealt with.The question is not weather they are counter able or not but simply if they are more bang for your buck. In: COH2 Gameplay |
Thread: Are Ass Grens too good??13 Jan 2020, 16:49 PM
A. Grens used to suck. But with the buff are they perchance to good. Well let's see. They cost 280 mp and comes at 0cp. Same as A. Engies. Comparing them, RA: 0.95 vs 0.9 (grens vs engies) DPS: 10.5 vs 13.5 (grens vs engies, per model) The assault grens are weaker. But they have sprint to close in and very powerful specops nades. They also when t3 is researched can upgrade to 6 man. Improving their RA to 0.9 adding 1 man. And with that upgrade they beat: ass angies, thompson cav rifles, assault sections, commandos, mp40 storms, IR STG obers from close range. Although they can't take on more powerfull allied cqc squads like thompson paras, ranges or ppsh airborn guards, assault guards, shocks. However they have that grenade ability. If used well they can challenge any of those squads as well. They also have very stron vet bonuses. Offensive: +40% acc, -25% cooldown Defensive: -33.6% RA (giving the 6 man squad a very good 0.6 RA, this is probably the highest defenses for a 6 man squad gets if we exclude the shocks) So the 6-man ass grens are pretty good. For only 280mp+60mu and 0cp unit they can achieve what other axis squads can't parity with allied cqc units. To me this seem really good in fact too good. + they also come from 2 doctrines which have tigers(TA in strat reserve and regular Tiger in mech assault). Now I'm not saying they are OP or need to looked at but simply they are quite cost effective (maybe too cost effective) and the commanders they come from are not bad. So what do you guys think about the ass grens??? In: COH2 Gameplay |
Thread: Ninja escape for stromtroopers13 Jan 2020, 07:49 AM
LOL!!! In: COH2 Gameplay |
Thread: Ninja escape for stromtroopers13 Jan 2020, 07:40 AM
1) No But isn't it cool that they act like ninja's. Smoke and they are gone!! In: COH2 Gameplay |
Thread: Nerf IR Halftrack13 Jan 2020, 07:23 AM
you mean the velentine?? Sure go for it. In: COH2 Balance |
Thread: Ninja escape for stromtroopers13 Jan 2020, 07:21 AM
So commandos at vet3(iirc) have smoke on retreat. Can stormtroopers get similar ninja exit like mandos. I mean they both serve the same role. In: COH2 Gameplay |
Thread: Paratroopers are way better than Rangers.13 Jan 2020, 07:07 AM
Maybe the should move Rangers to CP 2 AND reduce their pop to 9? They be like USF Fallschrimjagers that way, but still not as good. Yeah sure, make ost stormtroopers completely worthless why not. In: COH2 Balance |
Thread: Nerf IR Halftrack13 Jan 2020, 07:03 AM
Why??? then are we going to nerf para signal post thing that has more area coverage and doesn't take pop cap?? In: COH2 Balance |
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