19 Mar 2017, 18:09 PMIri
Steam already received patch. Now its up to them to release it.
Thread: SBP release date?20 Mar 2017, 15:38 PM
19 Mar 2017, 18:09 PMIri
Thread: Is it possible to fix maxim spam before GCS?16 Mar 2017, 16:31 PM
16 Mar 2017, 15:31 PMMr.Smith
I so wish you were lead designer/balancer/CEO at Relic.
In: COH2 Balance
Thread: Is it possible to fix maxim spam before GCS?16 Mar 2017, 00:28 AM
15 Mar 2017, 23:31 PMA_E
Dream hotfix for G.C.S. based on current meta:
In: COH2 Balance
Thread: Things you wish your 2v2 random mate knew15 Mar 2017, 12:54 PM
Please try to keep it constructive. I'll start.
1. Two strategic points are pretty much equal to one fuel (+6 vs +7), even before counting the munitions income. Spending the first 6 minutes throwing manpower at the enemy who's camping the fuel while there's a blank strat point next to your base is suboptimal.
2. Speaking of resources, multiple caches early on are all fine and dandy until you realize they gift half the map to your opponent and potentially leave your mate to 2v1, losing you the other half. If you don't like using infantry, CoH is not your game.
3. If the opposing team shifts flanks behind the fog and double you, you will need to stand your ground for a while until your mate can help, or pull out immediately. Unlike DoW, units in CoH can't teleport, regardless of how hard you spam the flare and "both here were are u". Don't complain if you don't keep track of what's where, and your retreat path.
Thread: Instant garrisoning/ungarrisoning NEEDS to go.12 Mar 2017, 21:09 PM
12 Mar 2017, 19:14 PMStorm Elite
So in your opinion there should've been zero chance for that MG to escape, regardless of how it was played? Every Stuka barrage should guarantee a wipe for units in buildings? Because that guy evacuated pretty much as soon as he heard the Stuka and still barely got away.
Thread: Have Relic abandoned the game?5 Mar 2017, 10:46 AM
2 Mar 2017, 04:20 AMsluzbenik
So enough bullets from infantry will even damage a tank...
This is not true.
Thread: Should all factions converge to same late-game strength?4 Mar 2017, 21:10 PM
They absolutely should converge past a certain point.
In a perfect world, all factions should have the same 'strength' at all points of the game, only the source of this 'strength' should be different for every army.
In a perfect world, there would be a reasonable number of situations in which, for example, you want to build a Soviet scout car or an OKW puma at minute 50.
In a perfect world, every unit would scale well into the late game (through some combination of power, survivability and utility), and there would be no light vehicles with an expiration date.
But even in this real world, an indefinitely long game should be decided by skill. 'Army X is OP lategame but it sucks in the mid-game' is an example of two problems that don't cancel each other out.
I think the original source of this 'early-late' assumption is the per-unit superiority of Wehrmacht armor in vCoH (which, in turn, was doubtlessly inspired by someone's Krupp steel fetish). US were (or should've been) designed to counter it with numbers, coordination and veterancy. But since this balance tended to work past a certain skill level, if at all, the myth was born.
Thread: What Bug/QOL fixes would you like to see in patch?2 Mar 2017, 19:54 PM
24 Feb 2017, 00:41 AMzerocoh
FLAMER ATTACK GROUND ON HOUSES
I think you can work around the issue by targeting the ground just next to the building. The AoE gets the job done. Of course this is easier said than done when you have the wrong camera angle or there's smoke involved...
Thread: Why do you like Coh2? 2 Mar 2017, 15:42 PM
The infantry combat (directional cover, suppression, squad based, preservation focused) and the vehicle combat (armor/penetration, facing, immunity to small arms). The team weapons system (recapturing, set-up, facing). The perfect blend between tactics and strategy. Voice acting and atmosphere. No dumb macro ala Starcraft. Stormless & A_E.
Thread: Some QoL suggestions28 Feb 2017, 16:19 PM
Not sure if this could qualify as QoL but have you given any thought to enabling team weapons dying in buildings to be recaptured? Either by spawning the weapon at the door or some other mechanism? It feels really arbitrary the way it is now, and the game already seems to keep track of these abandoned weapons judging by the white outline of the building.