Believe me dude, Panther is still not viable....
check
I think the panther's front armor should be reduced and instead its cost/teching cost should be revised to make it more feasible to obtain in 1v1 games.
Posts: 896
Thread: Panther Buff10 Sep 2014, 19:57 PM
Believe me dude, Panther is still not viable.... check
In: Lobby |
Thread: Panther Buff10 Sep 2014, 19:49 PM
Looking at the new patch notes the panther got much needed improvement to its performance. In fact, I think they can consider also reducing its reload a little or reducing its moving accuracy penalty. Frontal armor from 290 to 320 However, this is where the buff goes completely wrong. Increasing Panther armor from 290 to 320 makes absolutely no sense. This is a fast tank that is supposed to flank heavy tanks and penetrate their armor. Why is it given the front armor value of a heavy tank? Just to put things in perspective the Tiger has 300 front armor, which kind of makes sens since its a heavy and slow tank. Therefore, the heavy armor is offset by low speed and maneuverability. Giving the panther the best of both is wrong. I think the panther's front armor should be reduced and instead its cost/teching cost should be revised to make it more feasible to obtain in 1v1 games. In: Lobby |
Thread: Close the Pocket10 Sep 2014, 12:26 PM
That was a legitimate case because McDonald was brewing coffee at crazy temperatures. They did it because they used very cheap coffee beans and the only way to get enough flavor from them was to brew them at something like 180f+. And by the way the lady sustained third degree burns from the coffee. Did you get that? Third degree is the highest possible burn, and from what a cup of coffee, who would have imagined. It's just that the media made a frenzy about it and painted the victim as a villain.
That's actually a good thing about their system, no matter how silly, they take every case seriously, or at least how it was. Now whether your case will win or not depends on evidence and strength of argument. Usually most of the silly cases get thrown out. well now I guess I need to go back to the original topic In: COH2 Gameplay |
Thread: Close the Pocket10 Sep 2014, 10:25 AM
After seeing this commander I am reminded of all their twisted ways and regret buying WFA even if for only $6. In: COH2 Gameplay |
Thread: Close the Pocket10 Sep 2014, 09:49 AM
Probably to get people to buy it before nerfing it. Nerf will come when everybody have bought the commander. I don't doubt this one bit, but is it even legal to do that, isn't that considered manipulative? I mean sure there is a line that reads "game experience might change", but that is well understood as changes to unintended problems or general improvements etc. This along with many other examples (elite, soviet industry, etc) comes across as nothing more than a scheme to make more money out of customers. In: COH2 Gameplay |
Thread: Rare commanders as war spoil drop?10 Sep 2014, 08:13 AM
I just got my first rare soviet commander: Soviet Industry which I already have, so it's good to get a rare commander that is completely useless in this case. In: COH2 Gameplay |
Thread: Rare commanders as war spoil drop?9 Sep 2014, 10:25 AM
Today I got the most amazing drop, a blank one! Since I just got WFA with the 67% discount, now I know exactly what I got: Sov: NKVD - uncommon - already had Shock Motor Heavy - uncommon - already had Armored Assault - uncommon - new Terror Tactics - uncommon - 2x - already had OST: Assault Support - uncommon - 2x - already had Jager Infantry - uncommon - already had Lighting War - uncommon - new Spearhead - uncommon - already had Joint - uncommon - already had USF: Mechnized - rare - new OKW: Scavenge - rare - x2 - new Fortification - rare - new So I got 5 soviet commanders and 6 ost commanders, but out of the 11 (all of which are uncommon) only 2 were new for me, the rest repeats. As for the WFA which I have not played until today I got 3 new commanders. In: COH2 Gameplay |
Thread: Fuel or ammo cache for OKW + OST team?8 Sep 2014, 14:07 PM
I did some research and it seems having 2 ammo caches with fuel conversion does not give any where near the fuel 2 fuel caches give without conversion. If the OST player builds 2 ammo caches that's 10 extra ammo per minute (each is 5 per minute). With fuel conversion enabled those 10 extra ammo per minutes will translate to 2.5 fuel. That almost the same income from 1 fuel cache (3 per minute). The thing I am not sure about is that the fuel conversion description says "Munitions income is reduced by 50%" I guess only half of the extra 10 ammo will be converted to fuel. If that is the case then 2 ammo caches will not help the OKW player much in converting to fuel. In: COH2 Gameplay |
Thread: Rare commanders as war spoil drop?8 Sep 2014, 10:15 AM
Thanks for the feedback. If I remember correctly I also received some okw and usf commanders when the system was first introduced, but I can't check those since I don't have WFA. In: COH2 Gameplay |
Thread: Fuel or ammo cache for OKW + OST team?8 Sep 2014, 10:13 AM
OKW can't build any caches and must relay on OST mate in team games to build them. Fuel caches for okw seem like the logical choice because they are fuel strapped by 1/3. However, since OKW can enable ammo to fuel conversion at the mechanized headquarters is it more rewarding to make ammo caches? The reason I wonder, is that for OST players fuel is not as important as ammo (especially early in the game). So in this scenario if you build ammo caches both players gain from the caches. Do the stats support this? What are your thoughts? In: COH2 Gameplay |
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cblanco ★
보드카 중대
VonManteuffel
Heartless Jäger