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Thread: Why are tank traps destroyable by tanks in 1 shot?26 Nov 2013, 16:24 PM
Here's an idea, what if engies could build some kind of obstacle that made tanks travel at slow speed while passing over them. That would be good for creating traps. In: COH2 Gameplay |
Thread: The post 'Turning Point' T-34/8526 Nov 2013, 16:16 PM
Been playing with guards motor using only T1, quite effective. 2 cons, 2 penals, flame M3, guards.. Then whatever else until you can spam 34/85s. Once the tanks come out its really strong, they are a great tank vs T3 and against inf, mark target lets you easily take on heavies (with micro), and self repair too. Only weakness is making it to 4 CPs without xp's from buildings helping you along. Sometimes get forced off the field, or lose a lot of manpower to an ostwind. But when you do hit 4 CP, because you have spent no fuel, you have 2 tanks vs one P4. |
Thread: How to counter penal spam?26 Nov 2013, 16:04 PM
I have been playing a strat with 2 penals, 2 cons and guards. LMG is quite good against them. |
Thread: Why are tank traps destroyable by tanks in 1 shot?26 Nov 2013, 08:53 AM
Part of the difference between coh and coh2 is that because of true sight coh2 maps are more clustered compared to more open, classic coh maps. This has the potential to make tank traps more game breaking and easier to cause a large impact. It's my opinion that this is both the reason they were left out to begin with and that they may be a little weaker than previously. I can't talk from experience because I've not tried them yet. In: COH2 Gameplay |
Thread: What the PRO's think of COH225 Nov 2013, 18:06 PM
Vetting inf is a waste anyway imo. It delays armour as others have said. Getting a P4 out as fast as possible and then vetting it to vet2 as soon as it comes out is quite lethal, followed by another, followed by Ace. In: COH2 Gameplay |
Thread: soviet defensive commander MG24 Nov 2013, 10:49 AM
And 400 MP, then you can't just spam 3 out without it costing too much. People could still get one to a key building early if they wanted, but at that price their opponent could just go other half of the map while they get a mortar to counter it. 0.5 CP could work too, if they implemented more CPs as they seem to be testing in the streams. There's a few abilities which would sit better between 0-1 CP. In: COH2 Balance |
Thread: And this is suppose to be a strategic game ?22 Nov 2013, 19:58 PM
Make sure to check if they have the doctrine, and if they do keep a keen eye on how the game progresses, its all about preparation. Either finish the game early with a base rush, or mine everywhere and have at least 3 T34 that all try to ram together.. try IL-2 bomb as well, drop it the moment the rams hit, so even if you only score a crew shock, its gonna to get wasted by four 50kg bombs. In: COH2 Balance |
Thread: Tiger Ace robs 1v1 of great games. The spirit of COH is gone22 Nov 2013, 19:54 PM
Yes, it's hilariously powerful. Well I agree to an extent, BUT 1 T34 is never a counter on its own.. unless you are extremely lucky. You want at least 2-3 T34's and probably mines as well... that reduces the RNG. Anyone who sends one loan T34 and just expects a critical ram straight away is being optomistic at best. In: COH2 Balance |
Thread: soviet defensive commander MG22 Nov 2013, 19:50 PM
It defo feels OP, that and Industry are the reasons Im only playing Soviet atm, (and I dont use them normally, I just dont like facing them). If they want to keep it 0 CP so that you can get them in first few mins, I think it should be a bit more expensive, like the 120mm is. If it cost say, 400mp, it wouldnt be as spammable, and taking it out early with a mortar would be much more rewarding. In: COH2 Balance |
Thread: Commander Overlap a serious problem22 Nov 2013, 09:24 AM
Hey I figured I might as well post this. It is from another thread, but probably more relevant here: Thats not a solution, simply because it will allow abilities which are too powerful to both be in an army, example Shocks AND Guards. In: Lobby |
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