-
#Steam AliasWL%Streak
- 1.816139.854+4
- 2.47369.873+8
- 3.246100.711+3
- 4.919309.748+15
- 5.410214.657+5
- 6.404289.583+2
- 7.744450.623+1
- 8.372195.656+2
- 9.1307729.642+1
- 10.347136.718-1
Posts: 331
Thread: COH 2 ideas2 Oct 2013, 12:02 PM
Damn well my reply didn't work well lol - i replied to your suggestions but its concealed in the dark box In: COH2 Gameplay |
Thread: COH 2 ideas2 Oct 2013, 12:02 PM
Its not cheap at 360 and cheap is relative. Should ANTI TANK weapons kill tanks? Yep - should they kill inf? NO... SO therefore the counter to anti tank weapons can be inf, tanks are vulnerable and should not be gg units. At the right place and time they can cause massive destruction but right now anything with armmout drives up to at gun , laughs and destorys it. Its a joke In: COH2 Gameplay |
Thread: PPSHs as a global upgrade. Seriously.2 Oct 2013, 10:19 AM
Why in gods name would cons need a weapon upgrade? At optimum levels they have 4 abilities and they are conscripts. I.e not the highly trained soldiers that german uses. They do great damage, cost nothing to reinforce and its hard to kill them off and stop armour to boot. You want to make cons better? Increase their mp reinforce cost to that of the level of grens then you can get a weapon upgrade. Units aren't meant to be mirror images of each other - the advantage is 6 man squad is sooooooo much harder to kill off, can take damage and still stay on field. You can have more of them to cap, they arent vulnerable to sniper fire or mortar fire and they have a easymode Molotov that easy wins them engagements even with pgrens which cost 45 mp to reinforce and they can expect 1-3 dead at any molatov throw.. yeh cons need a buff.. In: COH2 Gameplay |
Thread: COH 2 ideas2 Oct 2013, 10:13 AM
Hey guys got some ideas to make coh2 a bit better * Weapon crews should not be able to cap points, thats Mgs, mortars or at guns. * Increase the size of the health bars to coh levels - why should i need a microscope to see how much health my tank has? * increase the cost of at nades and molatov - I think this needs to be more of a fuel coast. Soviet can already handily out cap a ost player and these upgrades should feel more like going for nades in coh, ie a tactical choice one which not always pays off. *Limit spammable unit abilities - since when did COH rely on some spammanble abilities? I'm looking at you conscripts.. ooohra followed by molotov in every, single, engagment.. cmon what the hell is this about. Even rifle nades only work on stationary targets and need the squad to stop for quite a while. This goes for smoke, sight ability for su 85, *Increase mp cost of conscripts - look I dont play sov often but when I do, even whem im losing it never feels like getting cons massacred matters at all. Never puts me in a mp drain, bad unit conservation needs to be punished. God damn pios cost more then cons to reinforce and they are almost useless. This goes for other sov inf - its just too damn cheap, p grens cost 45 mp to reinforce and they always die. In any fight you can expect to lose 2-3 in the first 2 -3 seconds. *Su 85, this standard and cheap unit is still one of the only ones that truly I fear to see every time it comes out (apart from kv8 which is OP bs and needs to be addressed). You cant have it all, it kills inf, it absolutely ruins tanks, it has great armour and speed. I propose side and read armour reduction, and health reduction to similar to stug but a bit better. Also speed nerf to the speed that it is at when it has sight ability triggered. It will still pummel tanks like crazy but wont be able to be used like a battle tank and wont be the easymode unit it is now. *Input lag - needs to go. Instant retreat needs to come in, and retreating units need to move faster than they do now. *German mines need to be normal. *At guns need to be a real counter to tanks - ie hit, and do real damage. *Mgs need to suppress fast and actually be able to stop squads in their tracks- they need to be a real hard counter to inf, but without it capping it wont take points so will need units to support it. *Weapon crews need to take even more damage - they should never last long when flanked. * Vet needs to mean something - not whole army vet 3 every game * Put back physics and violence, made vCoh so cool to play. *Make tanks not counters to at weapons... at guns should not be able to always get countered by a single tank.. its insane. Can you guys suggest any other changes? In: COH2 Gameplay |
Thread: Input lag - lets end it. 1+ for support27 Sep 2013, 05:26 AM
I still maintain that dedicated servers would be best. Thats also a good idea but I imagine the lag is much wasier to fix and they said servers were coming In: COH2 Gameplay |
Thread: Input lag - lets end it. 1+ for support27 Sep 2013, 05:14 AM
I just read what Noun said about making coh2 the best rts on the market. Well the fastest way to do that is to remove input lag, balancing and new commanders ect will be wprked out as time goes on but poor mechanics will always affect the game unless addressed. In: COH2 Gameplay |
Thread: Input lag - lets end it. 1+ for support26 Sep 2013, 12:06 PM
Installed CoH2 Thank you for this man - most people wouldn't put in the effort, but if everyone just sits back and complains to themselves the issue wont be heard and solved. As far as I know this is a problem which effects and annoys just about everyone but most people wont bother to raise the issue In: COH2 Gameplay |
Thread: Balance whine thread26 Sep 2013, 08:28 AM
I have an idea - now this might upset some people but here it is. For the sake of the game Relic devs should only really listen to a select number of pro players which have many game hours under their belt, and are of very high caliber. This way they give both factions and all units the best chance to succeed in games. No one cares if you just lost and are angry and demanding a unit to be changed, that's not how balance works. Perhaps you had lost long before that particular event and just didn't know it. Now im not saying that people shouldn't comment or anything like that - just that devs should take their rants and raves with a grain of salt and let them and the pros make decisions. IMO the su85 and kv85 are still op and I do agree with the many others that say so - but to start complaining about the new units that have just came out about being unbalanced of unfair is silly. No one has clocked enough hours yet to even begin to form a opinion like that. I say lets the pros do their job. On a side note - fix the damn input lag!!! In: COH2 Gameplay |
Thread: Input lag - lets end it. 1+ for support26 Sep 2013, 08:07 AM
+1 COH had none of the core problems coh2 has. things like this make the wait for balancing unbearable and infuriates players as their troops dont follow basic orders. If the game mechanics were working beautifully the balance issues would not be as big of a deal. In: COH2 Gameplay |
Thread: Input lag - lets end it. 1+ for support25 Sep 2013, 20:50 PM
MG on fire: Aaaahaaaaahhh! I'm BURNING!!! And I have an exclamation mark over my head!!!AaaahhhhAAAHHHH! Or the squad you told to retreat 2 seconds ago which is just standing there for no reason *KV8 Rolls up * nek minute squad is ashes In: COH2 Gameplay |
|
|
|
5 |
cblanco ★
보드카 중대
VonManteuffel
Heartless Jäger