Not broken, don't fix. Best nondoc mortar.
Wouldn't mind seeing counter battery get a wee buff, but that aside the 8cm is a solid mortar
Also, it's better to check here before spouting X unit is ACTUALLY the worst/best.
https://coh2db.com/stats/
Thread: Wehr Mortar16 Mar 2019, 14:26 PM
Not broken, don't fix. Best nondoc mortar. Wouldn't mind seeing counter battery get a wee buff, but that aside the 8cm is a solid mortar Also, it's better to check here before spouting X unit is ACTUALLY the worst/best. https://coh2db.com/stats/ In: COH2 Balance |
Thread: did shock troops need the buff?14 Mar 2019, 13:35 PM
Shame that we had like a 2/3 year old bug which removes the animation and sound queues are unreliable since game release. Shocks must be one of the most telegraphed nades in the game, because they must run towards you in order to be effective. They also don't have 100dmg nuke nades such as PGs, Obers, Falls, Commandos, etc which have almost double the lethal radius compared to normal 80dmg nades. If you find shock nades mental, not sure what would you call reacting to "cloaked unit" throwing short fused nuke nades to be. In: COH2 Balance |
Thread: Poll: is the Ostwind underpowered?12 Mar 2019, 14:23 PM
Buff AA, maybe give it more utility with suppression (hull mgs can suppress with bulletins, make it do so with ability or passively), increase pen. In: COH2 Balance |
Thread: Why does the Firefly have to suck so much? 9 Mar 2019, 15:03 PM
I've already said that in a previous post. But if people are going to talk about a meaningless stat, at least they should do so correctly. In: COH2 Balance |
Thread: Why does the Firefly have to suck so much? 9 Mar 2019, 14:21 PM
DPS numbers are originally all wrong because it's only counting the reload value without looking at fire aim, ready aim, wind up and wind down. In: COH2 Balance |
Thread: Vickers need suppression 8 Mar 2019, 19:16 PM
I agree with how the unit should be used. But i think we all expect single MG positioned perfectly to stop single squad charging frontally from vision range. That's the whole point of reducing grenade range on units which are suppressed. It's unrealistic to expect a single none supported MG to stop 3 or more squads. Frontally in a blob or not. It's not out of the world to expect a single MG to stop a single unit charging through it's arc. With or without vision. There are laboratory tests and realistic expectations. In: COH2 Balance |
Thread: Vickers need suppression 8 Mar 2019, 10:03 AM
Let me guess the result of the test. Every MG is able to stop any squad charging frontally if they do so through grey cover, with fog of war removed (so you have vision at max range). What probably happens in game: -You don't have vision so you start shooting at MGs vision range. -Through mid game to late game, grey cover disappears transforming into yellow cover. -Sometimes reload cycles screws you. If you can't suppress in 2/3 bursts, the MG sucks. -Squad charging is not at full health. Killing models on approach on first burst makes it to take longer to suppress a unit. If you don't hit vet2 with vickers, you are screwed in the late game as far as suppressing squads go. In: COH2 Balance |
Thread: Why does the Firefly have to suck so much? 7 Mar 2019, 21:10 PM
The best measure is TTK against 640HP (most common HP pool for medium tanks). You could also get fancy going with 400, 560, 800, 960, etc. DPS is a bad statistic when we are talking about tanks engagements. It's also bad when you use more than 1 of the same unit. For example: A tank which deals 160dmg every 10s. It takes 30s to kill a medium tank. Now 2 of the same tank. It only takes 10s to kill the same medium tank. Finally, alpha damage. Burst damage >>> Sustained dmg. In: COH2 Balance |
Thread: Volks Incendiary Grenade7 Mar 2019, 20:50 PM
And no you are wrong it is actually high damage output that diminishes cover play. While i agree that TTK has been lower since WFA release, that line doesn't make any sense. If you have low TTK and you are not hugging cover, your units get melted. Inversely, high TTK makes cover less important. The rework after release of COH2 is a clear example of this. If you look at the FPS genre, you can more so clearly see this. Compare how ARMA/Rainbow Six/CS/Red Orchestra/PUBG games play against Battlefield/CoD/Planetside/Apex. Maybe the term or concept you are referring to is reactive play. If engagements end too soon, gameplay is geared more towards who has better preparations instead of better reactions. The problem is not low TTK, it's the mid-late game DPS disparity between factions (which has been tone down quite a lot from the days of double 1919s and release Obers) Ontopic: make it a clone of Lolotov? I voted is fine. In: COH2 Balance |
Thread: Great game7 Mar 2019, 19:16 PM
Since you are new to the forum: https://www.coh2.org/replay/upload It solves all the lack of information this thread presents: Game mode: 1v1 is a whole different world to 2v2 and more so 4v4. Rank: Effectiveness of units at lv18-20 is different from lv16-18 and so on. Matchmaking: there are plenty of times that a disparity on skill level will make the perception of units to look stronger or weaker. As for the topic itself, you would find it you are practically alone, as even biased Axis players will tell you that Volks are at most "fine". In: COH2 Balance |
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