Do you know what's USF and OST epic strike?
Victory Strikes
Fear Propaganda Artillery
Smoke Flares
Sturmtiger Saturation
Incendiary Airstrike
Fear is Soviets, Sturmtiger OKW, USF and Ostheer are then the remaining two. Who gets which I don't know.
Posts: 542
Thread: Epic Victory Strike22 Nov 2014, 10:36 AM
Do you know what's USF and OST epic strike? Victory Strikes Fear Propaganda Artillery Smoke Flares Sturmtiger Saturation Incendiary Airstrike Fear is Soviets, Sturmtiger OKW, USF and Ostheer are then the remaining two. Who gets which I don't know. In: Lobby |
Thread: USA is f****g broken20 Nov 2014, 21:45 PM
So many crappy threads lately. In: COH2 Balance |
Thread: Rifle grenade madness after last big patch18 Nov 2014, 15:25 PM
How is improved unit responsiveness from the last patch favoring rifle grenades? It means you have now more reaction time to escape. Units clumping up more affects all AoE weapons, why do Rifle grenades get singled out of this? It is those weapons that you cannot dodge at all that profit most from the last patch, namely stuff like tank shells. In: COH2 Balance |
Thread: Relic, an idea for Volksgrenadier improvement15 Nov 2014, 18:04 PM
That suggestion of Milka sounds terrible to me. So Volksgrenadiers lose Panzerschrecks, but get nothing as a replacement? What will be their purpose in the late game? They will do little damage against infantry and also no damage to tanks. Putting Panzerschrecks on Sturmpioniere or Obersoldaten in the described ways seems bad as well. Sturmpioniere are less survivable than Panzergrenadiere and half their veterancies will become obsolete if they cannot even repair anymore. Obersoldaten with Panzerschrecks will be a joke, you have to pay for a 400 manpower squad + reinforcement costs then to get something that Ostheer gets cheaper and it also comes rather late. In: COH2 Balance |
Thread: Switzerland - The new axis faction15 Nov 2014, 15:27 PM
Canada must be slowly suffering from bad influence from their neighbours, we would have understood if a US company had trouble with the world map again ![]() In: COH2 Gameplay |
Thread: Relic, an idea for Volksgrenadier improvement15 Nov 2014, 09:32 AM
I think part of the problem may be included in a lack of munitions sinks for the OKW, aside from Grenades, MG Upgrades, and artillery strikes, there isn't much else to sink munitions into. Again something I mentioned in the past that no one wanted to hear. What are you going to spend your munition on if you have no viable munition ability on most commanders, don't need any upgrades apart from maybe MG upgrades on Panthers / King Tigers (except if you go for Panzerfüsiliers) but have still a few starting Volksgrenadier squads left that barely fill a role in the late game without an upgrade, as your opponent has now infantry squads that do a ton more damage? Yeah, you give them a Panzerschreck to make them able to stay relevant in late game against tanks. Of course, you also spend a bit munition on grenades and mines, but usually not too much. The rest of your munition is often just transfered into fuel. Soviets are similar in that way, as they also don't have many useful upgrades to spend their munition on. Instead of Panzerschrecks they just throw incendiary barrages and other commander abilities (because they actually have viable ones) at you all the time. At least that is my personal experience. So if you don't want to see so many Panzerschrecks, you have a few possibilities. You can give OKW more viable choices to spend their munition on, like an anti-infantry upgrade for Volksgrenadiers, better commander abilities, more upgrade choices for other units. You can reduce munition income for OKW further (which I don't see justified). You can give more attractive anti-tank weapons (I am mostly looking at the Püppchen). Or you can just nerf Panzerschrecks so they become useless and a waste of munition (or just remove the upgrade). In: COH2 Balance |
Thread: Relic, please adjust Vet gain on the Stuka zu Fuss.14 Nov 2014, 10:34 AM
Just like any expensive anti-infantry vehicles they won't gain a lot of experience from killing infantry. If you want to farm experience, you have to attack vehicles with them, even if they are not very good at that role, but you will notice how quickly you gain experience then. It is just a flaw in game design in my opinion. I already suggested in the past that they should make units gain experience based on their intended unit role. You won't find any support for this thread by the way anyway because here everyone will flip out just hearing anything that doesn't involve nerfing Stuka to the ground. In: COH2 Balance |
Thread: Mark Target13 Nov 2014, 17:53 PM
Yes, I feel it is too powerful. Unlike other commander abilities, it requires absolutely no planning, aiming etc. but can often bring huge return. It might help if the ability wouldn't last so extremely long. It is also silly that the effect stays when the plane is shot down. In: COH2 Balance |
Thread: Walking Stuka3 Nov 2014, 17:38 PM
I don't know why people always claim this thing will ALWAYS destroy everything in its line. It happens regularly to me that it will actually barely kill anything even though the enemies are still in the line where I aimed at, because while you know the rockets will land in the target straight line, there are still noticeable gaps between the rockets and you don't know where they are. I found the Stuka to be very unreliable as a counter to static weapons, as they will often just lose a few models and reinforce them or even if you uncrew one team they can just recrew it with Conscripts, so it doesn't really put a dent into strong defensive formations (as you find them mostly in team games). Since your next barrage takes two minutes doing nothing, he has plenty of time to man his defenses again, and then again I can only take out a part of his defense if I am lucky. Against blobs and units in buildings (don't know how it is now after patch) it can be quite nice if the enemy is actually staying in the firing line, but that is how it should work. And if you cannot anticipate that my Stuka will "probably" shoot at your biggest blob when you hear the sound (giving you some time to move out of the line), you in my opinion deserve every single loss. In: COH2 Balance |
Thread: End the Abuse Help the Raketenwerfer today28 Oct 2014, 08:55 AM
Just reduce aiming time so it starts shooting quicker and do something about the thing shooting at all kinds of obstacles, that will improve reliability. In: COH2 Balance |