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Thread: booby traps need to change3 Oct 2013, 22:42 PM
Eh, it could be called Registered Artillery, which was a common tactic on both sides. That's what Sector Arty is supposed to represent. In: COH2 Balance |
Thread: CoH2 infantry defences change suggestion3 Oct 2013, 22:39 PM
Uses up a mine to force retreat an infantry squad. Useful, but I'd rather demo charge for a kill or just prevent it for free. Mines I want to keep around for tanks first. Also, there's rifle grenades. Conscripts behind sandbags are rifle grenade fodder, which can also detonate a mine. I'd like to be able to use a sand bag defensively, and not just as a trap. In: COH2 Gameplay |
Thread: Why not Jagdpanther?3 Oct 2013, 20:07 PM
Only problem is that the SU-85 was the only option given to do so. Being able to handle German heavies isn't the same as countering them. Applying damage? Sure, that damage is there to keep people from acting silly with tanks. If those heavies bounced all shots from the SU-85, when there would be nothing in the soviet army able to fight off German armor. So let's not be silly and try to bring that argument in there. If you want historical values, go play a sim, there's a lot out there. In: COH2 Gameplay |
Thread: Very few cost effective counters to upgraded Grens3 Oct 2013, 19:57 PM
And I'm making a larger argument for a huge change, that you are conveniently ignoring. There's more going on here than just DPS. But do go on being oblivious, then acting surprised when people call you on your BS. In: COH2 Balance |
Thread: Very few cost effective counters to upgraded Grens3 Oct 2013, 19:50 PM
Penals have excellent DPS. Says the guy making yet another defensive post? Oh wait, that isn't Nullist speaking, it's his tape recorder he uses to repeat the same stupid things over and over when he can't think of anything else to say. My point still stands, and you're just repeating yourself because you can't refute the nature of the LMG. It kills individual men very quickly, dropping the squad overall. This was actually an issue in DoW2 as well, with the SM Tactical Squad vs Chaos Space Marine with tzeentch upgrade match up. Overall, the SM Tacticals had less DPS, however their Plasma gun would apply such large damage to a single man that it would kill someone quickly, causing a massive drop in DPS from the Chaos squad. Infantry in CoH2 aren't space marines, they drop even more quickly. As a side note, I still argue that Penals shouldn't be getting SVTs, and were basically thrown in as an out of place stopgap. Literally everything about them says they are close assaulting units. You cannot blame anyone for trying to use them that way, regardless of what the stats say. Heck, if you didn't zoom in all the way with them, no one would even know they had SVTs until they checked the stats. The design of Penal Troops is broken. I say, remove the unit, and replace it with a unit named Veteran Strelkovy, maybe even Siberian Veterans**, with SVTs, replace the abilities with the old beta vet conscript ability to inspire troops around them. Make Penals something else, maybe a B2 (building 2 unit) or a commander unit that's geared towards what the unit is presented. ** Historical note, Germany was quite surprised after their initial invasion into Russia when veteran troops from Siberia, fresh from their battles against Japan, were transferred west to fight Germans. This influx of experienced fighters was a shock for them. In: COH2 Balance |
Thread: CoH2 infantry defences change suggestion3 Oct 2013, 19:32 PM
Overall, conscript sandbags should have a sloped edge on the other side so that the enemy can't use it for cover. I loathe CoH1 sandbags because the only way they were used was building 1 tiny section of them to pile everyone behind. I like the CoH2 sandbags, but they're too slow, and too easily used against you in the heat of battle. I know someone else recommended getting barbed wire on the other side. Only problem is that it means infantry couldn't mantle over it when used as a road block. Likewise if you had to build that separately, it takes a lot of micro to get conscripts and engineers together, and it's altogether too slow. The amount of micro needed to place down those flimsy defenses wouldn't be worth it as it's just more opportunities for someone to exploit your lack of attention elsewhere. In: COH2 Gameplay |
Thread: Flamethrower vehicles fix3 Oct 2013, 19:26 PM
I'm fine with the KV-8 being reworked so long as the flame HT gets the same treatment. The m3 has already seen its round of severe nerfing primarily due to it being a flame delivery system. So if flame weapons are changed in general, I really hope they roll back some of the M3 Scout Car nerfs. In: COH2 Balance |
Thread: Very few cost effective counters to upgraded Grens3 Oct 2013, 19:22 PM
DPS, but DPS doesn't equal real world play. This isn't Starcraft. The LMG has an advantage because when it fires, its damage isn't distributed over a squad, and instead goes to a single man. This is why the LMG is so effective at killing. It starts cutting down squad members, quickly reducing the target squad's damage output. Meanwhile, with superior armor and range, the enemy has to come to them. If the Penals try to charge forward to engage, if there isn't enough cover along the way, they are cut down to low numbers before being able to throw a satchel. G43s have a similar effect, although more likely to spread the damage amongst the squad. Pure DPS numbers are nice, but still not indicative of play. A good starting point, but not the end all. In: COH2 Balance |
Thread: Why not Jagdpanther?3 Oct 2013, 09:37 AM
To be honest, the SU-100 would be a much needed counter directly to German heavy and super heavies across the board, not just the jagdpanther. Considering the meta these days in team matches, I'm always looking for something to curtail the inevitable Tiger spam. In: COH2 Gameplay |
Thread: Very few cost effective counters to upgraded Grens2 Oct 2013, 18:54 PM
Except that Penals don't have AT Grenades or Oorah either. And conscripts become just as much of a manpower drain. When talking about Penal Troops, they cost the same to reinforce as G43 grens. Merge isn't some magic thing that gives free reinforcement. Using a squad to merge makes it ineffective at combat since it loses men, and you need every squad you can get. In: COH2 Balance |
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