Stun criticals, main gun destroyed, engine damage/destroyed, thread destroyed are NONO.
Loader/Gunner/Driver injured, turret lock, T34 ram exhaust engine, maybe. Not for CoH2. An idea to have for CoH3.

Thread: Tank balance overhaul21 Jan 2020, 23:10 PM
Stun criticals, main gun destroyed, engine damage/destroyed, thread destroyed are NONO. Loader/Gunner/Driver injured, turret lock, T34 ram exhaust engine, maybe. Not for CoH2. An idea to have for CoH3. In: COH2 Balance |
Thread: 4 men sucks21 Jan 2020, 18:35 PM
Made the test (as i was testing other shit), they survive because the Command tank mostly save them (even if you try to replicate low health squads as they were). In: COH2 Shoutcasts |
Thread: Tank balance overhaul21 Jan 2020, 18:17 PM
You can get RNGesus on AoE2 by multiple elements. Map creation is really important. Ranged units are not laser units, there's accuracy. Most noticeable with Trebuchets fights. Even more if you account for elevation. There's also monk conversion. In: COH2 Balance |
Thread: fallschirmjager units are too broken imo21 Jan 2020, 18:05 PM
The parameters that i've used for the test were the following. Heavy cover in the form of sandbags. Both for aligning models and making changes in suppression more noticeable. I didn't run test in the open or in yellow cover cause i assume that bursts amount would vary little. Also, squads would be invulnerable as to not reduce model count on squads. The problem is that there is no easy way to quantify how much suppression value a squad has. An MG which is perfectly positioned, uses full burst against a single squad approaching, you probably won't notice any difference. The problem is that there is no perfect scenarios. Let me make my point clear: I'm not saying that accuracy is an important factor for suppressing squads but that what we believed to be true (accuracy only matters for AoE suppression and not applying to the individual squad) is not. In: COH2 Balance |
Thread: fallschirmjager units are too broken imo21 Jan 2020, 00:14 AM
Hits apply AoE suppression. AoE suppression seems to apply to the entity itself, therefore it matters. Making a summary: In: COH2 Balance |
Thread: fallschirmjager units are too broken imo20 Jan 2020, 23:17 PM
Increase their received accuracy and increase their armour so their durability stays the same, but they get hit by more bullets. This would make them get suppressed faster so they can’t gunner snipe an MG as easily This is the way. In: COH2 Balance |
Thread: 4 men sucks20 Jan 2020, 21:34 PM
This is the dumbest base rape I’ve seen in coh2. In: COH2 Shoutcasts |
Thread: Second G43 upgrade for Grenadier?20 Jan 2020, 18:11 PM
Kinda. Let me explain. I'll separate this in 2 parts. OKW: either pre rework or post rework, Conscripts were not a good option against OKW. Be it Volks, doctrinal units or Obers. Keeping the focus on STG Volks is missing the whole forest. Yes, they were the most recent and biggest issue but ignoring the rest is just failing to see the context on which the change was finally applied. OH: Yes, the LMG is the least concerning point regarding the decision on making the 7 men upgrade. That's why i said that the changes as a whole faction which is a consequence of the power level of how the new factions were released, have given space for Conscripts to receive some kind of late game upgrade. That contribution to space was also done through nerfing most other opening to some degree (Penals, Maxims, Doctrinal units) and AI tools (T70, mines/demo, mortar, KV8, ISU)*. Cons/Grens struggle equally on late game but for different reasons. This is why in their match up in 1v1 they were fine, but once we incorporate teamgames, thats a whole different issue. *Yes, some of those units are still strong. But not strong as to make the whole army composition work around. In: COH2 Gameplay |
Thread: Norfside Kharkov19 Jan 2020, 15:19 PM
Well...that just happened. In: COH2 Balance |
Thread: Second G43 upgrade for Grenadier?19 Jan 2020, 15:14 PM
OT: Disagree with OP suggestion. In: COH2 Gameplay |
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