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Thread: Predictions for announcement from Noun during SNF9 Dec 2013, 08:47 AM
No new commanders?! That is the best news right there!! building time reduction for industry.. Hmmm not much of a nerf, just means engie will have to be back in base a little earlier. Will not delay any T70. CP change to tiger ace will slightly help in some 1v1's where the ace is only just called in time where soviet was winning, but gets rolled by Ace. I welcome that change. Getting income back after 10 mins makes it more useable in team games where it's much easier to take out ace and games are longer. Will actually make holding a point defensively with ace good, holding out for your resources back. In 1v1 with ace on field game will already be won or lost by 10 min. Scatter reduction: great for infantry and micro on tanks. ATG cost reduction really nice, bout time. Sandbag build reduction, awesome!! I already use them in most games, this will allow throwing them up on edge of cap zone while you grab initial points. I set them up so enemy cannot gain cover ( in my direction) and cap at same time. MG42 suppression buff, that's good. Though in large team games I can feel the desire to always open with flamer M3s as Germans already only seem to open with MG spam. (Not an issue, just comment). I don't fully understand the building modifiers, that sounds like giving extra protection, but that can't be right? Surley it's a building nerf? In: Lobby |
Thread: Luftwafe support needs to be nerfed9 Dec 2013, 08:20 AM
I kinda prefer to build a normal cache, it's out the way of the enemy, requires no micro, requires no unit hanging round wasting its time, cannot be stolen, gives constant resource for one time purchase and can be bought earlier on. going luft your also choosing not to have any heavy call ins, no tank smoke etc etc. Only thing I see it being good for is a support commander spamming stukas. In: COH2 Balance |
Thread: grenadiers in halftrack8 Dec 2013, 09:24 AM
Not sure if someone else has already answered you, but they cannot use faust unless you build the T1 building, have you been using them to skip T1? Because if so, thats why. Probably the best use for this unit is skipping T1, using this to get 1-2 LMG grens and relying on PGs and SCs, which seen as your not using any munis for grens, can be upgraded quite freely. The loss of fausts, is quite a big negative though. In: COH2 Balance |
Thread: Predictions for announcement from Noun during SNF8 Dec 2013, 09:21 AM
Random faction search will probably come long after they have finished releasing OP commanders and the player base is too small to wait for a game on only one commander. In: Lobby |
Thread: Luftwaffe Supply Doctrine8 Dec 2013, 09:15 AM
Ive been wondering about this commander, and I just dont see how its worth it. Every time you need healing you need to spend munis for drops, I mean I guess it works well with a half track or bunker to reinforce from and gain bonus from medic supplys.. which is more important in team games (having long retreat distances). But the supply drop ability, I dont understand the merit in spending 200 MP every single time you need a drop.. surley it is more cost effective to build caches, for the same price, that will give you steady income for the rest of the game. On top of that, you have to have infantry around to pick it up, which is time wasted of a squad and a little micro.. and to boot they can be stolen which ive seen happen several times. I suppose the main advantage is to get muni drops and spam the off maps. In: COH2 Gameplay |
Thread: How Can I Get Rid Of This Annoying "PLAYER HAS JOINED CHAT "8 Dec 2013, 08:59 AM
The notification that people have ''joined a party'' I think. In: COH2 Gameplay |
Thread: Vehicle Crew Repair Training bug?7 Dec 2013, 16:47 PM
Had a really funny 2v2 where I chased two T34/85s with a vet3 pak, they were repairing, and pak ate them for lunch lol. Unfortunaltey we lost though. In: COH2 Bugs |
Thread: The post 'Turning Point' T-34/857 Dec 2013, 16:38 PM
Its definatley really powerful, you just have to be able to hold on till 4 CP. Penals are a big help for the AI, and guards. Ive been pinned right back into my base before, then had my 2 85s come out and chase and destory whatever armour they had. Due to their tecking costs, you will always outnumber their initial tanks.. mark target and self repair just make it easier. |
Thread: Tier 1 Tier 2 IS2 strat7 Dec 2013, 16:30 PM
Shock rifle works well by getting ZiS (bonus having cloak), and getting a KV8 to defend the ZiS. Later you can get an IS2. But yeah Im really enjoying just T1 with guards motor (2 cons, 2 penal, 2 guards), stall for T34/85s which are very strong now. I often get pushed off the map, but end up winning when the 85's arrive. These strats do not work 100% of the time though, so its worth having other back ups in mind if your in trouble, like going T3. |
Thread: Leaving Houses1 Dec 2013, 23:07 PM
Yup, what Areohank said, also: use same method for garrisoned transports, I.e. select vehicle, click on squad, then simply right click where you want the squad to walk to after exiting. In: COH2 Gameplay |
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