When I tried it, my kubel got stuck on a fence doing doughnuts and died xD
Your mileage may vary. xD
Thread: OKW 1v1 Builds without Premium Commanders24 Nov 2015, 05:28 AM
Your mileage may vary. xD In: OKW Strategies |
Thread: Balance Preview Patchnotes23 Nov 2015, 23:49 PM
No, not really. Ostheer pays for their teching. The reason BP is separate from the structure is so you could theoretically skip structures for fast tech builds etc. It gives a linear tech tree versatility while retaining reasonable pacing. Anyway whatever I don't care anymore. You guys fuck the game up however you like. In: COH2 Balance |
Thread: Balance Preview Patchnotes23 Nov 2015, 22:50 PM
Volks definetly need to pay side costs for their grenades, their panzershreck upgrade, and the special "abilities" of the deployed trucks. This will add more options for OKW early game (go for fast nades for building clearing? shrecks for AT?), as well as make the 100% income OKW more in line with the other factions. The whole dynamic in this game is : Allies pay for fuel sinks but have cheaper tanks , germans pay more for tanks. (Usually having better tanks overall, with weaker infantry) In: COH2 Balance |
Thread: British Emplacements23 Nov 2015, 22:42 PM
I think they're pretty fine, after using them a bunch with the nerfed fire damage. I wouldn't change a thing. Cost wise they are very cost effective and if you made them any easier to keep alive then they would be unkillable in the hands of a good player. The 17lber in particular is an extremely cost effective counter to vehicles. (2 shots panzer iv, 4 shots tiger) If the emplacements get overrun, brit can either brace for a few seconds to muster a defense or lose them very quickly, as it should be. You still have to defend your emplacements with other units. In: COH2 Balance |
Thread: Match the range on the 17pndr and JagTiger23 Nov 2015, 19:36 PM
Both Jagdtigers and elephants have been extremely OP for a long time. They have no real counters other then being overwhelmed by a large number of tanks. I wouldn't mind them being cheaper but less good, to be honest. In: COH2 Balance |
Thread: Balance Preview Patchnotes23 Nov 2015, 18:45 PM
December Balance Preview Notes So now what's the point of having it available in T1? In: COH2 Balance |
Thread: Balance Preview Patchnotes23 Nov 2015, 16:39 PM
The volks buffs don't put them on the same level as Riflemen exactly, but it makes them play very similar. Previously when idiots built 3-4 volksgrenadiers they had a real hard time of it because it's a stupid build order. But now it's rewarded with more damage and more affordable panzerschrecks. (100% income, I realize the 70 muni cost was reverted) Add into that cheaper sturmpios and it's basically assault engineers + riflemen. The new kubel is probably okay in combat too, although better used to go cap stuff while your volk blob is fighting now. They also lost their early game suppression, which makes them more like America. Volks have regular grenades now though, to let them be used like riflemen. :| Throw into that pot their new tech system which gives them a psuedo-lieutenant and psuedo-captain (choosing one of the two massively delays the other) that come around the same time as those do. The old design dominated early game if you actually used kubelwagons, multiple sturmpios etc. If you did the typical volk spam builds ofc you struggled early game. You're spamming an AT/utility unit like they are frontline infantry. It also had a way better tech structure, moving JP4 to t3 and luchs to t2 was stupid as hell. Those units existed to fulfill gaps that you would have if you went for certain tech paths. If you went T1 + T2, JP4 gave you a reliable counter to medium or heavy tanks. If you went T1 + T3 the luchs provided you with a light vehicle. (Although personally T2 + T3 is where its at) Now they have a what may as well be linear teching structure. I just don't think they needed to be hit by a huge freight train of changes. Especially when those changes just make them play like other factions. They had a unique identity and some fun teching strategies and now they have a pretty boring tech tree. They're also blatantly overpowered now, and will be for months. In: COH2 Balance |
Thread: UKF Sniper Critical Shot23 Nov 2015, 16:24 PM
It works well enough if he does it at max range. To be fair though most people won't waste it on that. In: COH2 Balance |
Thread: Balance Preview Patchnotes23 Nov 2015, 16:17 PM
That's true, but Relic got their ideas from the community. (Not you specifically, necessarily but still) There's a whole thread where they pretty much copied 80% of the changes from even. I agree, if they have 100% of fuel then their units should probably be atleast 25% more expensive, but I'd really prefer they just didn't give them 100% resources and instead made resource conversion a global ability on the HQ. Maybe tweaked the amount of resources you got for converting slightly. They just really took a jackhammer to a nail with this overhaul. It's half baked at best and not very well thought out. In: COH2 Balance |
Thread: UKF Sniper Critical Shot23 Nov 2015, 16:05 PM
Moving it to IS is just boring homogenization though. A long range snare is what makes brits unique. Keep in mind, other factions typically can use vehicle snares in rapid succession or against multiple targets. Unless brit is sitting on a handful of snipers, he's got one, maybe two snares. Which have a huge wind up time so if you drive straight at them they trigger at the same range as other snares, and if you don't you are far enough away to just reverse and repair. In: COH2 Balance |
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