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Thread: Is the Soviets underpowered in team games?26 Oct 2013, 17:37 PM
Soviets are just a bit harder to play and their units are not straight forward. That's all. In: COH2 Balance |
Thread: Best ways to counter Flamer Halftrack26 Oct 2013, 17:29 PM
AT nade + ZiS will do the trick but you have to ambush the unit and be careful. Same goes for AT nade + Guards combo. Mines will help as always but at this stage of the game your Engineers can be occupied by some construction work so try to mine some roads in advance. My general advise however is to avoid the fight (and not feeding exp) till some armour rolls out. T70 will do the trick same for SU-76 if you went T4. Take similar approach when facing KV-8 as German. Don't rush, don't attack head on with your infantry. Always ambush and only attack when you're certain you'll get a kill as Vet3 Flametruck is a nightmare to deal with. In: COH2 Gameplay |
Thread: T34 solution?25 Oct 2013, 14:00 PM
In theory 2 T-34 are enough but can be difficult to execute and you need to sacrifice one tank. I think this is what I dislike the most about idea behind T-34 design. Stupid ram ability. @ Nullist Slightly better than PzIV 1 on 1. Winning by a small margin. When compared in vacuum. In: COH2 Balance |
Thread: T34 solution?25 Oct 2013, 12:49 PM
Sorry my bad. MP cost should be equal. In: COH2 Balance |
Thread: T34 solution?25 Oct 2013, 11:08 AM
You didn't get my point. I'd like to have decent AT tank option from my core building. Yes. Why is it ok for Germans to have both AT and AI options available to build in both tiers and not for Soviets? In: COH2 Balance |
Thread: T34 solution?25 Oct 2013, 10:44 AM
SU-85 is not a tank. T-34/76 is only decent against PIV and only in packs. In: COH2 Balance |
Thread: T34 solution?25 Oct 2013, 09:34 AM
The only thing Soviets lacks in my opinion is the ability to field a reliable AT tank out of their standard buildings. I would like to propose a simple solution and like to know your thoughts. The way to solve the problem would be to swap T-34/76 with T-34/85. Make a 76 version a anti infantry call in and let us build the 85 version. Adjust the cost of course and even get rid of ram or just leave it only on T-34/76. Tweak T-34/85 so its equal against PzIV or only slightly better (not sure if this is not the case right now) that would include making reload time a bit better. Cost should be 240/125. In: COH2 Balance |
Thread: German sniper survivability25 Oct 2013, 09:24 AM
That goes for every CoH damage formula ever presented. In: COH2 Balance |
Thread: Reducing Soviet building cost and time 24 Oct 2013, 22:36 PM
I would like to point out that when talking about "total" teching and its cost what you build out of these buildings also should be considered. If you're playing as Soviet and you have went for T3, usually you want to build more than one T-34. In: COH2 Balance |
Thread: German sniper survivability24 Oct 2013, 22:33 PM
I wasn't wrong. I used simplified formula to show my point. RNG is a part of CoH and every skirmish, every shoot will be affected by it. Unfortunately it is not that simple to incorporate this to any damage related equation as mathematics is bit more advanced. It would be much simpler if 2 armour would equal 50% less damage, but that's not the case. In: COH2 Balance |
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