It´s not about how many commander have a certain unit/ability, it´s how reliable are those commanders to be use!
As someone has already pointed out, what was the last time you saw any of the Defensive commanders ?

Thread: A flame problem19 Mar 2014, 20:28 PM
It´s not about how many commander have a certain unit/ability, it´s how reliable are those commanders to be use! As someone has already pointed out, what was the last time you saw any of the Defensive commanders ? In: COH2 Balance |
Thread: 4 VP comeback - Nevergive up, never surrender19 Mar 2014, 20:15 PM
Facing a sniper clowncar opening and not being able to deal with it, resulted on a heavy base pin on Kharkov North. Something which seem lost, was able to be recovered with a little help of some RNG here n there. Blob n never stop. In: Replays |
Thread: Snipers19 Mar 2014, 02:55 AM
Double scoutcar seems like way too much fuel investment. I´ll rather get some AT nades and screen with some scripts. @Katitof: the early M3 sniper gives you mobility and harrasment abilities while a single sniper wont be able to do so. Don´t overestimate the M3 mg. Once you have more units to screen your sniper, you may want to switch it with some flamer or Guards (if you want to heavy counter a 222/HT). Snipers are more effective on foot, when you have enough units on the map. In: COH2 Balance |
Thread: Sniper Clown Car17 Mar 2014, 13:24 PM
You stated just to make snipers cheaper but with lower health. That means 1 model or 2 models with even more less health? If that is the only nerf you are going to have, it´s going to be more problematic. I was referring to those on the 1%. With same amount of micro or APM from both parties, you wont be able to get the snipers. "It's funny, after the car nerf everyone stopped doing them when it was all anyone did first 3 months of the game." You forgot that going T1 was a huge invesment which lead to losing map control unless you dealt damage. Nowadays we have more resources for being able to pull that off. In: COH2 Balance |
Thread: Ultimate guide to further improving coh217 Mar 2014, 13:15 PM
I don't think molotovs are the real problem here. The only somehow bothering thing in my opinion is that a con squad spotted and engaged by an mg42 squad will still be able to throw a molotov in the face during a frontal attack. But I don't see how this can be changed, because buffing mg42 will probably not be a wise option, nor nerfing the molotov. Increase DOT from flames, reduce crit. Reduce rangecast from abilities while supressed. No more Rnades/Molotovs to MGs while being crawling on the ground. In: COH2 Gameplay |
Thread: Sniper Clown Car17 Mar 2014, 01:08 AM
But if we go for the extreme, someone with pure better micro and APM will just be unbeatable, despite the tactics or strategy you might pull. In order to make T1 something besides snipers, light vehicles and Penals should be more reliable. In: COH2 Balance |
Thread: Somthing very strange,,, COH2 Beta footage17 Mar 2014, 01:06 AM
A lot of animations, sound effects, small graphic effects have been removed. If you just put all the details at max and play the campaign or a TOW mission, followed by a MP match, you would easily see the difference... Just like what happens in all games around. SP looks prettier, but you need performance for MP. In: COH2 Gameplay |
Thread: Snipers17 Mar 2014, 00:48 AM
Losing a man of the squad should be drastic. I´m trying to be a bit creative here. If you lose the spotter, you lose LOS. If you lose the "sniper", you could either go for a reduce range, ROF, OR accuracy. IDK, your choice. I only hope that IF there is a sniper tweak/nerf, there should also be a buff for light vehicles and Penals Battallions reliability. In: COH2 Balance |
Thread: Napalms impressions of 1v1 game play 14 Mar 2014, 20:00 PM
Tip: it´s pretty obvious when a Tiger is going to arrive. First sign is doctrine choice, second one is stalling fuel with T1-T2. If he goes for T3 it´s probably that the Tiger will be pretty delayed. I would say you need T2 OR T4, not both (call in tanks also apply). In: COH2 Gameplay |
Thread: Finally some balance, what to do now?13 Mar 2014, 06:18 AM
... I don´t know what do you expect, at least ingame. Theres no point of comparison between EvE and COH2 or any other game which is not an MMO. By sheer number of players and gamedesign, you are forced to cooperate in order to suceed. If we depart from RPG, we can look at what Planetside 2 has done to promote or force playing at least as a "coordinated" zerg. Besides some gentlement words such as Hi, gl hf and wp/gg and the end, what do you expect? I dont play random teamgames due to spamfest and little coordination n tools to do so, but is expectable that many people are just gonna blame others rather than themselves. It happens everywhere. You also can't fault 1v1 players for not giving the other player tips because let's face it, most people just aren't that nice. Just seeing a "gl hf" is already asking for a lot. +1 Negative comments only affects you if you let them do so (This is more a personality thing). If you are received with negative comments, just smile, wave and ignore it or put your nice guy mask and keep answering them with kind words. They either rage quit or end laughing due to the unexpected answer. Also, ask yourselves, how many times have you seen German/Russian OP threads in comparison to How can i improve my game or How do i beat X strategy/opening? Most people aren´t willing to learn. They just want to derp around, thing is, i don´t see this game as an optimal one to do so. In: COH2 Gameplay |
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