the easiest way to avoid this is switching to 1v1s
went that path and never looked back
Profile of DonnieChan
Post History of DonnieChan
Thread: Relic enforcement system is not working correctly6 Sep 2021, 14:50 PM
In: Lobby |
Thread: Soviet AT Over Watch is too strong.5 Sep 2021, 08:34 AM
BUT BUT BUT AXIS OP !!!!!! IN TEAMGAMES ESPECIALLY!!!!!!! In: COH2 Balance |
Thread: AE vs. OrangePest and Elpern3 Sep 2021, 11:58 AM
i want the tank you built in the tanbuilding game in coh3, AE In: Replays |
Thread: OP sturmtiger Rekt2 Sep 2021, 17:27 PM
take one od the 350 other sturmtiger threads pls. BTW when you want to criticise axis you should play more than 3 games with them (yes, in total 3 games) In: COH2 Shoutcasts |
Thread: OP sturmtiger Rekt2 Sep 2021, 16:42 PM
zzzzzzzzzzzzzzzzzzzz this topic has gotten so boring In: COH2 Shoutcasts |
Thread: Relief for USF teching problems2 Sep 2021, 10:38 AM
the current design is intentional and good. In: COH2 Gameplay |
Thread: [Relic][Devblog] US Forces Overview1 Sep 2021, 22:20 PM
So mortar is the only indirect ? how many indirect were there in coh1? In: COH3 Central |
Thread: Nerf "Encirclement Doctrine" Axis. BROKEN1 Sep 2021, 22:18 PM
playercard pls In: COH2 Balance |
Thread: [Relic][Devblog] US Forces Overview1 Sep 2021, 19:58 PM
I personally thought Soviet Sniper teams (after sprint nerf) were the peak of sniper design in COH. They functioned more like regular squads in that they could bleed, and had to be more surgical in their use of the actual sniping due to low RoF. They were also less binary (dead = -360mp) and so could be balanced more easily than 360mp single entity units. i think so too In: COH3 Central |
Thread: [Relic][Devblog] US Forces Overview1 Sep 2021, 10:53 AM
i post my feedback here too because i want to share it with coh2 org Feedback: 1. if the Mechanized support center has repairing without micro, in my opinion there should be a risk-reward mechanic for build/not build it or the possibility to destroy it. In coh2 the OKW t3 was often placed in the field to get the vehicles repaired and back to the frontline faster, which also included the risk to get it destroyed more easily. If it's tied to the base sector you cannot destroy it. However I understand the idea of the thematically US-Production advantages etc. possible solution: Maybe you could get the repairer models killed by rushing the base. if killed, you have to rebuild them with MP. This would encourage aggressive play and base attacks. 2. Similar case with the field medics. I guess the micro tax is that you have to click on the medics on the field if you see one to kill them. i preferred the old system in coh1 with the on-field centres, which had to be placed strategically and could be destroyed. At least make the field medics a purchasable upgrade to the medical station so you have to make a decision if you want them 3. can recon/strafe/bombing runs be countered with Anti Air? 4. What Dane said about the snipers In: COH3 Central |
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Latest replays uploaded by DonnieChan
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VS
Legio IX Hispana
FireHawk
.☠. § DIBA § LL
The Cleaner
CPU - Expert
CPU - Expert
CPU - Expert
CPU - Expert
Left-Right then Right-Leftby: DonnieChan map: Faceoff at Rostov3-1,148
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