Apparently PGrens do wonders against anything, their high damage and reduced building buffs means they don't even need to throw grenades into buildings now, they just walk up and fire into the windows.
I laugh at all the people whining about PPSHs being everywhere. They will, but it's countered by the MG42 buff they all wanted, and by a tweaking of how PPSHs work.
Don't want to be overrun by conscripts with PPSHs? Use the MG42 safe in the knowlege that the Soviet player won't have the munitions to toss those petrol bombs, if they do, it's one less PPSH equipped unit for bit.
As I've said in other threads, while stats don't lie, people are just as easily able to lie to themselves and others using stats.
PPSHs will still be effective, they'll just be used in different ways to access that effectiveness.
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Thread: Patch Notes Discussion (Dec. 10th)12 Dec 2013, 08:43 AM
In: COH2 Balance |
Thread: CP changes11 Dec 2013, 09:31 AM
Relic leaves a lot of stuff out of the patch notes. He was looking through the stats to find this info. In: COH2 Balance |
Thread: 7 muni Anti Personnel mine11 Dec 2013, 09:28 AM
The DSHK kept its arc, and suppression. Its damage was already pretty high, and it ignores the armor bonus German Infantry get, so the more elite it is, the more the DSHK ignores their armor. It should be fine. This just prevents the DSHK from rushing the way MG42s used to be rushed into buildings. And you can always plant those mines to help. That said, the rest of the commander could use work. Doesn't seem like the tank traps hold back anything since they can be one shot. In: COH2 Balance |
Thread: 40 ammo for tank smoke?11 Dec 2013, 09:25 AM
Tank smoke is a very, very good escape though. It essentially is a do-over for a lot of situations if you make a glaring mistake that would normally cost you. I was one of the people who wanted this change, but I wouldn't object to it being 35 or 30. We're pretty much Relic's extended beta testers for some things, this change included. In: Lobby |
Thread: Patch Notes Discussion (Dec. 10th)11 Dec 2013, 02:29 AM
Afaik that's not true, snipers fire against buildings is not affected by the changes to buildings That's funny, because he said the exact opposite during the new patch livestream on twitch. In: COH2 Balance |
Thread: Patch Notes Discussion (Dec. 10th)11 Dec 2013, 01:39 AM
Since they retuned the accuracy against units in buildings, that does mean that Snipers are now more accurate against units in buildings. Glad that there's no new commanders, but to be brutally honest, had they released new commanders there would have been a riot. They don't list the specific CP changes when they are different from the blanket 2X CP change though. In: COH2 Balance |
Thread: Germans Anti tank capabilities.11 Dec 2013, 01:23 AM
StuGs are especially good when they get vet and use their ability. Apparently it's an incredibly long stun. StuGs fire fast, have decent scatter and AoE as well. In: COH2 Balance |
Thread: CP changes11 Dec 2013, 00:30 AM
I haven't been able to get into steam, but I recall reading they come out much earlier. What about AGrens and Partisans/Irregulars? Are those all still 0 CP or were they put at 1? In: COH2 Balance |
Thread: Predictions for announcement from Noun during SNF9 Dec 2013, 02:12 AM
They should add in tall grass. ![]() The announced changes will work, but it's not taking the game in the direction that we want. The Tiger Ace and Soviet Industry represent a bit of all in styles of commanders that just don't work with CoH at its core and will never be balanced. There are good changes, but not enough to the big problem areas. MG42 got a basic suppression increase, we'll see how that plays out with the building changes. Soviet sandbags: 120sec build time to 80sec Not sure what the Maxim nerf will do, is it turn rate for the whole gun, or for the firing arc while its set up? DSHK got its damage drastically reduced, but its suppression stays the same, which was its most useful aspect. At least that means you'll have to use the AP ammo ability. AT Guns got a nice price decrease, but are still iffy overall. Also the patches are getting smaller, meaning Sega is no longer approving larger updates to the game and has fully moved Relic over to their next project. It's unlikely we'll see changes we need, like competitive features for people who want them, or things like keybindings for those why like to play with keyboard configurations. In: Lobby |
Thread: Here's your f-ing Tiger Relic (replay)8 Dec 2013, 01:36 AM
There is another reason why I hate the Tiger, balance arguments aside. It goes against the nature of CoH, which was to fight hard all through the game to hold on to points or territory. It's not an RTS where you sit there vetting up and saving resources to pump out a super unit to blow up the enemy army. In: COH2 Balance |
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