Jäger and Obersoldaten have the booby traps, which can of course not freely planted only on strat points.
Other than that... no, no demos for axis. Why?
Profile of ace4sure
Post History of ace4sure
Thread: Demo Charges should be allowed only on buildings18 Nov 2015, 20:00 PM
In: COH2 Balance |
Thread: Why does Brit Arty Commander require LOS now?18 Nov 2015, 19:58 PM
sooo lelic... In: COH2 Balance |
Thread: Demo Charges should be allowed only on buildings18 Nov 2015, 19:51 PM
About this point i am wondering ever since CoH2 has been released: Why ffs does Axis have no demo charges!? In: COH2 Balance |
Thread: OKW Flak Halftrack13 Oct 2015, 00:33 AM
Considering the OKW Flak hts defensive/stationary nature compared to the very mobile m15 and m5 AAs it is missing some defense. Either Buffet ist HP or lower the cost (e.g. 45 fu) The even more important matter to me is its gun performance: Not only has it been ninja nerfed for no good reason, it's unreliable behavoir when it prefers to cut down coh2s map environment instad of shooting the enemy is pretty frustrating to say the least. This Flak ht is the best example why a stationary unit that is made to fight infantry should NOT fire at them only by scatter. The british bofors seems to do This better by relying on the accuracy calc when shooting infantry. Result: a reliable performance of the gun not hinderd by shot blockers. Doing so for the Flak ht would help alot! And defensive or not: 4sec setup time is way to much. The only reason why this works is because of absuing the Setup intialize on the move with attack move and target ground. This should be fixed and Setup reduced to 2.5 - 3sec Regards ace In: COH2 Balance |
Thread: Oct Balance Preview Patch Notes Gathered WIP12 Oct 2015, 19:40 PM
Regarding the Infantry Section changes: I think the change for the reinforment cost is fine. The 35MP right now reflect the 4 men squad size (280/4 * 0.5 = 35). The new 28MP reflect the 5 man squad size right from the start (280/5 * 0.5 = 28). So you will basically pay 280 MP for a 5 men sqaud but unless you purchase the upgrade you will only be able to have them at 4 men. Imo this suits much better. I got to agree with Cruzz though on the Vet of Infantry Sections. Its pretty damn strong, too strong imo. Since the reinforcment cost change is a buff after all Vet should be tuned down a little. What I completely dislike is Relics approach on the Churchills. For one its utter nonesense that a Pz4 with skirts has more armor than a chruchill. But more important is that this approachs completely screws the vehicle scaling. Beeing a late game damage sponge needs to include armor. Armor is a major factor for the scaling of vehicles defense because it defines the effectiveness of certain tiers of weaponary. The effect of lowering the armor furthermore but still leaving the Churchill at high HP means that a StuG gets even better at fighting it then a Panther (a very debatable unit imo but different topic... *utter_crap_dps_cough*), because raw DPS is much better then the actual tier of a weapon (higher penetration). Damage wise a single Püppchen will be almost as effective as a Jagdtiger at fighting a Churchill. That's completely odd! I totelly can't understand why Relic doesn't see how flawed their attempt is... Curchill should be 1280 HP (1040 for special varients) and armor should be more matching a tiger (280 to 300 maybe). Regards ace In: COH2 Gameplay |
Thread: repetitiveness and spam, the true disease of this game14 May 2015, 18:40 PM
This board so full of retards and trolls, it's unbelievable. The original topic here is spam as game design element, including all factions in the 1st post. Yet the usual trolls find a way to undermine it with their bais and not called for theories of "... blabla Sovs OP" and "...u madz, AXIS super OP blabla". Why you ignorant tards think that everyone here is interessted in your fucked up opinion on general Allies/Axis balance and how OP everything is when something really particluar is discussed. Almost impossible to start a completely legit discussion about a game design implemnetation. Instead you stupid punks bore everyone here with your mindless bullshit that's blobbering out of your heads, while having no reason and no manner at all. Some of you assheads really should only be able to post once a day for the sake of everyone else here. Thanks for ruining every good discussion in this forum... regards ace In: COH2 Gameplay |
Thread: repetitiveness and spam, the true disease of this game14 May 2015, 11:49 AM
Spamming and also blobbing is simply to effective and has no real disadvantage or suffers any penalties. And on the other hand using combined arms and advancing your troops tactically (cover, flanking, etc.) doesn't provide better results compared to spamming at all and yet requires a huge amount of effort to pull off. So spamming is simply easier to play and far more rewarding. Combined arms works pretty well in CoH2, it's just spamming works even better and is much easier to play. It really is a petty, but, like Inverse said, at this point I doubt this is considered to be changed by Relic. It seems to be the "intended" gameplay. The fact it has never been touched at all emphezises it, because implementing changes to reward combined arms and punish mindless spamming would be totally possible. I have read many good suggestions in this forum. But it has been ignored so far and will be in the future. regards ace In: COH2 Gameplay |
Thread: OKW Op.... really?13 May 2015, 22:20 PM
Your calcuation for the Jagdpanzer IV's vet5 first strike damg is slightly wrong: 160*2.5=400 1080/2=540 540=/=400 This + 1 KT or 2 Panzerschreck hits and a medium tank is gone (640HP) Also notable is that the first strike basically is a guaranteed penetrating hit, even versus an IS2! Though your point is still completely right, it's still not 50% (37% to be precisely) vs IS2. But the Jagdpanzer is still probably the most powerful and cost effective AT unit OKW has to offer, especially against the current call-in / medium armor spam meta (much much more efficient than the Panther). The Jagdpanzers vet bonuses are also one of the best you can get among all OKW units (see bonuses here) and it levels vet relatively fast. You simply have to keep it alive by all means. At vet5 it means terror for your enemies armor, also for the IS2. I don't know why it is so heavily ignored by players and they stick to the panther. Sure Panthers are great, but also cost 30% more fuel and but in terms of doing its intended job - fighting enemy vehicles - the Jagdpanzer is a much more efficient choice (cost and DPS wise), especially in team games were you will ALWAYS have something to shoot at. Well, just me again advertising for the Jagdpanzer IV. It won't help against "IS2 beeing a way to overprerforming tank and coming too early" call-in meta, but it's at least something. regards ace In: COH2 Balance |
Thread: Blob nerf aura17 Apr 2015, 20:08 PM
I don't think it would be a good idea. Blobbing is necessary some times. OKW and OST need to blob to clear buildings in early game. And how would you deal with elite inf? If there is 2 obers camping your cutoff you need so send 4 rifles to push them back. Well... maybe try different ways then, for example supression, smoke or, god damn it, get a dedicated counter vs elite inf (Obers, shocks, etc. have NO way to fight vehicles after all). If counters are too weak or don't exist (like you said OKW vs garissoned troops), the counters need to be fixed and not answered by blobbing. Your mindset pretty much emphasizes that blobbing is a core issue within CoH2. There should be no "need" to blob at all. As tactical measure to overwhelm a lesss defended flank for example, granted. But in the current state of the game it's the main battle formation, simply because it has no real drawback. Why even care about combind arms and tactical use of the enviroment when my blob is super though and can easily handle every situation, right? Barton's suggestion, basically what relic did against the Pio spam in vCoH, would mean a much needed drawback for this kind gameplay. I mean, does anyone here enjoy playing with or against blobs? For me it's completely unsatisfying and boring as hell either way. Regards ace In: COH2 Balance |
Thread: Relic's Poorest Design: Contrary To All Reasonable Thought6 Apr 2015, 03:14 AM
what a perfect example of this great "feature"... lol I just had a game where an M20 2 times in a row cheated death thanks to main gun destroyed (of course NO engine damage!) instead of dying from my Puma. I can't even tell you how thrilled I was by all that drama. On a more serious note, if this "feature" finally should be changed/removed, cause of the increased (controlable) leathelity, people would be encouraged to stock for heavies even more. I actually never understood why the HP differences are that significant in this game. Of course heavier vehicles should have more HP then lighter ones, but 2 or 4 times and more... Units like the Stuart, SU-76, StuG, even the puma, etc. , they already have lower armor and less effective guns, that's why they cost less. But by having such less HP units become obsolete quite rapidly and you will most likely loose em if you try to fight with them. I don't see the meaning of "preservation" here. Well said units are ignored by everone for a reason. At least to me it feels strange to me that infantry is more durable as most veicles and tanks. regards ace In: COH2 Gameplay |
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