http://coh2chart.com/
This week on 1v1.
OH: 0.713
OKW: 0.597
SU: 0.625
USF: 0.685
I wonder why*.
*OH trolls UKF been the most popular faction atm.
Notes:
-there are 3 times the amount of games as OH in comparison to either USF/SU on 1v1.
-From 2v2 onwards, random top151 W/L has revert drastically. Before brits, OKW/OH had a slight higher % on 2v2 and really higher on 3v3+. Nowadays it's average .75-8 (not as crazy as the .9 for OH/OKW which has been going for the last months).
Profile of elchino7
Signature
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: Stats13 Sep 2015, 19:33 PM
In: COH2 Balance |
Thread: Ostheer sniper HP nerf13 Sep 2015, 19:17 PM
Gren spam, turbo mortar, 222 or even OH sniper. SU sniper is annoying when they are paired, so you have 3 grens for their 2 snipers. Therefore you have map control. No longer are the days on which you had sprint (totally bs) on snipers*. *Yeah, i know there is a commander which lets you sprint with OH. In: COH2 Balance |
Thread: Infantry Squads And Population13 Sep 2015, 18:28 PM
1- OP idea > Bad 2- Don't fix what ain't broken 3- Just round up what is showing up in the UI. 4- Just show up fractions 5- I guess you could just increase popcap to 100.99 In: COH2 Gameplay |
Thread: OKW Tech Cost Ideas13 Sep 2015, 18:23 PM
1- USF starts with 15 fuel (?) 2- You would expend 10f for the ambulance and 15-25f for either nades/bar-zook 3- Base income is equal to all factions, meaning that OKW it's closer to .7 rather than .66 (Makes difference on the long run) 4- OKW P4 arrives at 307f and the Sherman at 290/300f. On teamgames, assuming medics from other allies, relying on flamers/1919s, then it goes to 265/275f. In: COH2 Gameplay |
Thread: Team weapon re-crew bug 13 Sep 2015, 05:58 AM
This is a separate post, in case you think it needs to be deleted. I saw it with FHQ and command vehicle (due to having the best buffs) but i guess the same can be done with Command tank (OH), maybe both officers (OH/OKW) and dunno if a vet5 Command Panther. In: COH2 Balance |
Thread: Team weapon re-crew bug 13 Sep 2015, 05:47 AM
Saw the VOD and understood what happened. This has been on the game for quite some long time BTW (unless they had fixed and i was not aware of it and this is a different variation). -Support weapons retain their veterancy bonus on the weapon itself rather than the crew. -Just like the old captain On me!, it seems theres a way to exploit passive bonus to be retained and stacked. (Not hard to figure it out) -It's not a Brits thing. Theorically, every faction can do it, it's a matter of how accessible it is and the difference in the quality of the buffs. In: COH2 Balance |
Thread: The most Overpowered USF Strategy ever13 Sep 2015, 05:28 AM
If you are looking for something different and fun, this is for you. If you want to meta win, well, expect to outplay your opponent just with like any YOLO strat. When they nerf sniper in M3, this was the alternative. #Pepperridgefarmsremembers In: Guides |
Thread: OKW Tech Cost Ideas13 Sep 2015, 03:54 AM
OP: bad title. And nope. This is assuming you skip the cheaper tier as Sov / USF / OKW, do not get any upgrades, or vehicles. And this is why it´s a "fail" to make such a comparison. You need those upgrades to remain competitive and don't bleed mp. You also have to account the starting resources (fuelwise). In that way, you only need 80f as OKW to get the FlakHQ. Old post "If you are talking about tech RUSH, we just take into account the quickest fuelwise way to get them. This means ignoring, ambulance, nades, bar/zook, AT nades, molotov, T2 OH. Medic (bunker and SU) doesn't have fuel cost attach to them so you discard them on the tech race. IF you want to put on balance all factions on how much they have to realistically pay then consider: USF: nades/Bar-Zook + ambulance + LT/CPT + Major OH: T1 + BP1 + T2 + Medic bunker + BP2 + T3 SU: T1/T2 + Medics + T3 + T4 + Molotov/AT nade " This is a "normal" approach into getting a medium vehicle. Thing is, there's other ways to play the game than just getting a medium. SU: -T4 is not a must. Heavy T3 or T3 into IS2/ISU. You can also play Shermans. -Molos are not bad now, even though they are still skipable. Same with AT nades (you can rely on Guards as soft AT) OH: -Puma/Command tank/Stug-E Tiger is a reality. T2 into T4 is also valid in some cases. USF: -I've seen more and more LT + CPT into late Major. Long are gone the days of M20 into M4 rush. Who would had thought that Stuart would be meta. -Armor is a valid choice to skip major. OKW: -FlakHQ is not a must and you can just rely on playing with Medic + Mech HQs. You can eventually get one when you need to protect a flank and you can spare the fuel. In: COH2 Gameplay |
Thread: USF Base Reorganization Concept12 Sep 2015, 21:11 PM
Yes please. In: Lobby |
Thread: Is the AVRE OP or do I just think it's OP because...11 Sep 2015, 21:20 PM
Base income is equal to all factions. In: COH2 Balance |
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