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Sutil sarcasm.
I would consider COH2 more like the BF of the RTS.
Thread: COH2, The CoD of RTS genre3 Jul 2014, 18:35 PM
Sutil sarcasm. I would consider COH2 more like the BF of the RTS. In: COH2 Gameplay |
Thread: What War Spoils have you won?3 Jul 2014, 06:18 AM
So far: 10 Bulletins 2 Faceplates 1 Commander: Terror tactics 1 Victorystrike In: Lobby |
Thread: Great game with nerve wrecking ending3 Jul 2014, 03:22 AM
The horror, the terror... In: Replays |
Thread: Official Obersoldaten OP Thread2 Jul 2014, 22:30 PM
Fallschirms are 380 manpower. They get called in for 440 manpower, but their actual value is 380. If you reinforce them it says "47.5" right? Reinforce is usually half the entities value. What people also forgets is that damage dropoff is bigger for Shocks or PGs in comparison to the other 2. Squad with all the same weapon loses DPS faster than a squad with specialized weapons. It would be at least worth the try, to see if the LMG not doing as much damage on the move or even not firing, than when he is static. In: COH2 Balance |
Thread: Remove Yurri (#ThisIsAJoke)2 Jul 2014, 22:12 PM
"No wonder why they call it a little Bitch" I use them several times on 2v2, show some respect! In: COH2 Balance |
Thread: Anti tank weapons killing infantry2 Jul 2014, 22:04 PM
That feeling when you get your german sniper snipe by at guns. Pray to RNG gods and have faith. In: COH2 Balance |
Thread: Improving/Tweaking MGs2 Jul 2014, 18:57 PM
Statwise, MG are fine. Some little mechanics are what bother me greatly, specially not being able to retreat after getting the gunner killed. It´s easy to focus fire the gunner (LMG gren or PG) and keep killing the maxim crew (even if he retreats with time). In: COH2 Gameplay |
Thread: Improving/Tweaking MGs2 Jul 2014, 03:55 AM
I think there are some changes everyone would like to see apply. Some are more doable than others. ALL: 1- Option to manually reload the MG. A- Or being able to ground fire which would let you stop when reloading and even making to face the direction you want when garrisoned. 2- Increase the speed by 50-100% of remanning and shooting an MG after the gunner it´s killed. WE all hate cases 1 and 2. Getting a lucky crit, specially when blobing from the front, making MG being unable to lay fire in time. It would be utopic if this applies unless it´s sniper fire/explosives. FACTION SPECIFIC: OH: 3- MG42 (+Mortar): Would you prefer recrewing with 2 or 3 guys? It would be cool if it was dynamic (3 man recrews with 2) but if i have to choose i would say 2 guys. SU: 4- Maxim (+Mortar): since my 2nd point is a HUGE buff for it, this are my propose changes. Slight width increase of cone of fire, slight increase of setup time, 5 man (maybe not) and the dark magic of teleportation of german MGs. WFA: i haven´t heard complains about the american one, and the complains about MG34 seems a bit similar to the MG42. TL;DR: manual reload, decrease time of not firing when gunner is killed, make OH recrew with 2 guys and some little changes to maxims. In: COH2 Gameplay |
Thread: ISU Post Patch2 Jul 2014, 03:06 AM
Worlds easier to counter. In: COH2 Balance |
Thread: Big Balance Thread.2 Jul 2014, 03:03 AM
ISU152: it must be the new factions, but haven´t seen it in a while (after being used on everysingle 2v2 match). A brumbar with 10 more range that a pak40. For the moment it APPEARS barely fine. 120mm: against OKW it´s giving me AWESOME results in comparison to before. T70:*1 i would rather bring in line with it, the other light tanks/vehicles of US/OKW, rather than making it show up earlier. Su85: hmmm dunno. Maybe. T3485: that´s the "discount" you get for waiting for double rather than going with the singular call in. Maxim:*2 statwise is fine. I don´t think you want to face a MG42 clone as OH/OKW. Theres other problem i will mention at the end. ______ PG: fine as they are now. Other units/weapons are overperforming for cost/reinforce/dps/dps lost on model. Sniper: health, maybe, not armor. Blitz: take out speed and reduce cost. Reduce speed, mantain cost. P4: fine. 360mp 125f vs 400mp 140f Spd Size Armor Health Reload 6.5 22.0 180.0 90.0 640.0 5.3-5.7 vs 6.3 22.0 160.0 80.0 800.0 6-6.3 Scatter AoE AoEN AoEF Pen 6.4 2.5 0.75 1.875 120.0/110.0/100. (75%-68%-62%) vs 5.0 2.5 0.625 1.875 160.0/140.0/120. (88%-77%-66%) P4 also has MG upgrade which increases AI. S mines: if signpost are removed theres others nerf which should apply. Damage, buildtime or possibility of placing 15muni patches. MG42:*2 FHT:*1 ______ Volks: they seem fine. COULD see them getting an AI weapon but not in combination with AT. In that CASE, conscripts should get the same possibility. HT: US need nerf not the other way round. Puma: think about a mobile Stug. JP4: it seems you were talking through a bad RNG exp. Fixes for FHQ: nope. Risk-reward. _____ RET: Volley fire should take more in account, range and cover. It should also target a lone squad and not involve reload modifiers. HT:*1 + maybe other nerfs Officers: hmmm maybe. Sherman 105 dozer: feels just like a brumbear. *2 For an extended version of this point see my thread about MGs. In: COH2 Balance |
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