On a heavy meta, StuG G is not gonna be the ideal option.
If someone is spamming M4s, Cromwells, T34s or other advance/premium medium it fulfills it's job.
Against the likes of IS2, ISU or Pershing, it's not the best option.
Profile of elchino7
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My controls weren't working
And if they were, you were playing dishonorably,
And if you weren't, you were playing without skill,
And if you were, it's not fun to play that way,
And if it is, you only care about winning.
Bible of Scrublord, Psalt 3:16.
And if they were, you were playing dishonorably,
And if you weren't, you were playing without skill,
And if you were, it's not fun to play that way,
And if it is, you only care about winning.
Bible of Scrublord, Psalt 3:16.
Post History of elchino7
Thread: StuG III G31 Jan 2020, 22:57 PM
In: COH2 Balance |
Thread: Panzer IV best unit ever for german31 Jan 2020, 22:52 PM
You missed his point. Gameplay: just expressing a subjective point of view on a unit or the game. Balance: implies that something is wrong and requires tweaks and changes. In: COH2 Gameplay |
Thread: Panzer IV best unit ever for german31 Jan 2020, 21:57 PM
Player expresses a nonthreatening opinion about a unit: If you analyse carefully the posts, you can appreciate the normal behaviour of the wildlife of the CoH2 forums ecosystem. What some might consider non hostile words, the specimens of this land take it as a hostile action against their territory. What a fascinating creature. In: COH2 Gameplay |
Thread: Some changes for soviet airborne weapon drops30 Jan 2020, 21:57 PM
I don't think that a cheaper squad, with cheaper upgrade, should dominate from vet 0 to vet 3 at all ranges. To give you an idea, i tested around 6 times per case, vet 0 vs vet 0 and vet 3 vs vet 5 (vet 3 would had been the same) at 0-10-20-30 range in green cover (to reduce RNG and make them all aligned at same range). They only had a 50/50 result at vet 0 at point blank/10 range and like 2/10 at vet 3 at 0 range. Cons never lost in any other result. If the upgrade is worth, it should be priced at a reasonable level. Even at 60 muni, it wouldn't remove the fact that they would still dominate Volks while been cheaper. Which is why i suggest a different approach in the nerf. Instead of having an early/middle power spike by been able to upgrade several units in a short time frame, the drop could take longer to cooldown. In: COH2 Gameplay |
Thread: USF pop cap problem30 Jan 2020, 21:46 PM
Relic has confirmed that this is intended years ago. Why is this still debated? Unintended effect for how vehicle crew mechanic works. Why is still debated? Well because after years, there are things which are still been fixed (see Cooldown on call in vehicles starting when they die or UHU truck) In: COH2 Gameplay |
Thread: capping speed30 Jan 2020, 19:12 PM
Open a new thread if you want to discuss the topic. In: COH2 Gameplay |
Thread: Winter balance (1/2020) feedback - UKF30 Jan 2020, 19:08 PM
Recon plane cost should probably go up. At least to same levels as the major recon plane. 35 vs 50 PD: i also realised why the medics cost 180 as they are a unit. Is it easier than implementing non popcap, self respawning medics ? In: Lobby |
Thread: Zero reason why the Infrared HT should have this much health30 Jan 2020, 19:07 PM
The unit could get a focus sight kind of ability to increase vision range in a narrower arc and add detection range as well. In: COH2 Balance |
Thread: Why panzerfusiliers are buildable?30 Jan 2020, 18:56 PM
Probably to avoid the early game powerspike of having Sturms, volks and a Fussie squad out by the same time as a soviet player has 1 combat engineer and 1 Conscript out. To avoid the power spike, the unit would need to have a very long cool down, but if the cooldown is very long, then you cannot use fussies as a replacement for your volks. Solution: make them buildable in the HQ so you cannot get them and Volks at the same time. Get that logic out of my forums ![]() In: COH2 Balance |
Thread: USF pop cap problem30 Jan 2020, 18:24 PM
People in this community are allergic to cheese. Cheese is not bad. Maphack issues are a bug which is a complete different issue. There are 2 approaches to the issue. One of them is making the crew have a higher popcap but letting USF player somehow retreat the units from the field freeing the popcap or penalising throught upkeep, popcap over 100 more harshly. In: COH2 Gameplay |
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