What? He lost a game to a multiple IL2 runs but he did little to nothing to counter it.
Despite what people are trying to imply here Ostwind is pretty effective against attack planes. It can struggle with a recon one but will get attack one quite easily.
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Thread: Another nerf needed9 Jan 2014, 19:45 PM
In: COH2 Balance |
Thread: Another nerf needed9 Jan 2014, 19:01 PM
Are you really going to justify game balance in terms of 3v3 mode? You've said you got IL2 used 3 times in team game? Well you should have had 3 Ostwinds to counter each plane as they were passing. I would say it was your mistake of not reacting properly after first plane has been used. In: COH2 Balance |
Thread: How to nerf RNG gods9 Jan 2014, 11:46 AM
all are great ideas, i think the solution for ram is reworking it to only crew shock 100% of the times for like 8 seconds You sacrifice a unit for a 8 second of stun? Great idea... In: COH2 Balance |
Thread: Another nerf needed9 Jan 2014, 02:54 AM
Large team games such as 3v3 and 4v4 will never be balanced. Ever. It is simply impossible to do so. Even majority of the maps in CoH2 are too small for larger games. Played 3v3 on Rzev? You don't even have space for flanking on most of them. You can try to justify 3v3 balance as much as you want but it's pointless. These kind of games don't even represent true issues with the game or balance concerns. They are to random. They'are fun to play, you can't deny that, but that's it. You can't even take these kind of modes seriously. In: COH2 Balance |
Thread: Another nerf needed8 Jan 2014, 23:57 PM
I enjoy team games as well. 2v2 is my favorite game mode anything bigger than this I play only for fun and don't expect to be balanced to the same level as 1v1 is. Quite often 3v3 is a unit spam and nothing more, it's hard to get all players with the same skill and you are carried or dragged by your teammates quite a lot as a result. It's easier to gain resources as well so it's normal to see very powerful abilities more than once in the game. It's possible to have opponents gang up on you 3v1. How will you consider balance issues when that happens? To what extend it was a balance issue? Or maybe it was your team not playing together? In: COH2 Balance |
Thread: Another nerf needed8 Jan 2014, 19:00 PM
I just used this ability in a big 4 v 4 with lotttssss of fresssshhh meat on the field. It is a flying +5 vorpal battleaxe. 4v4, 3v3 or even 2v2 will never be completely balanced. There are too many people on this forum crying for nerf or buff who are basing their judgement on team games experience only. In: COH2 Balance |
Thread: Shocktroops at 1CP7 Jan 2014, 18:56 PM
We were discussing sniper armour buff in other topic and I think almost every one agreed that it's not such a good idea. I am able to deal with Shocks pretty well right now using just German T1. For me it was more of adaptation issue rather than anything else. I don't mind Shocks being moved back to CP2 as well. I am meutral. I mean it is nice to have a strong unit early game but I usually build Shocks as my 4th unit as I prefer to have capping power early on. You can almost have 2 squads of Cons for the price. In: COH2 Balance |
Thread: Shocktroops at 1CP6 Jan 2014, 22:53 PM
The more I play against early shocks the less if an issue I have. You just got to figure out how to counter them, getting a sniper and keeping it alive is the best strat. I have been using this build every game lately and it has done wonders; 1 gren 1 mg (go to fuel and hold or harass a little with gren) then sniper. The sniper really scares soviet players and forces them to make a decision they probably don't want to make. They either got to forget about going shocks and get that sniper off the field or go shocks and bite the bullet. Either way getting an early supported sniper puts the OH player in the drivers seat a bit and forces a reaction from soviet. +1 In: COH2 Balance |
Thread: Germans are bad4 Jan 2014, 17:50 PM
Just give the StuG 60 range. This way it can fire back at the SU-85. Two will beat a Su-85 which is just sitting there. The Su-85 still has the advantage of spotting for itself, so it will land the first shot. But the important part is that the StuG is no longer totally outclassed to the point it is useless by the soviet tank destroyer, because now it can fire back. StugIII is design to counter Soviet T3 and Soviet tanks in general. I would use tanks trying to deal with SU85 as you can deal with them even by using PanzerIV provided sucessful flank. There is a price and tech difference between these two tank destroyers to consider. I think target size increas on StugIII was unnesessery and should be reverted. In: COH2 Balance |
Thread: Nerf the Sturmovik4 Jan 2014, 12:45 PM
Don't mind as long as it comes with an adequate price decrease. In: COH2 Balance |
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