This is what Warpaint Championship series should be like.
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Post History of VindicareX
Thread: VindicareX vs Luvnest Championship hype16 Aug 2016, 21:34 PM
In: Replays |
Thread: has RELIC given up on COH2-DOW3 has been announced ?16 Aug 2016, 20:08 PM
Last I checked he has robot legs, sooooo if they wanna make him jump, whatever. They change how weapons fire each game. Great thing about 40k is that the universe is so vast as to be purposely vague about what exactly can be in it. In: Lobby |
Thread: Schwerer Flak Truck Balance ideas15 Aug 2016, 18:35 PM
Once again, this retarded argument is why this game remains imbalanced. In: COH2 Balance |
Thread: Schwerer Flak Truck Balance ideas14 Aug 2016, 17:29 PM
This is why Relic doesn't know how to balance this game... In: COH2 Balance |
Thread: has RELIC given up on COH2-DOW3 has been announced ?11 Aug 2016, 22:15 PM
I for one am glad DOW III will replace CoH2. In: Lobby |
Thread: No Tech Call-in Tanks11 Aug 2016, 00:03 AM
I agree with Tightrope. One thing I like about Miragefla's mod is that he ties in all call-ins to tech. The game's pace felt much better when I played it there. In: COH2 Balance |
Thread: T70 Nerf10 Aug 2016, 23:39 PM
Would just reducing moving accuracy in general be a good place to start? Kiting and chasing are definitely part of the problem IMO. The problem with such a nerf though is that it can be quite easy to stutter micro it. Backing up and pressing "halt" intermittently will still make it quite accurate. In: COH2 Balance |
Thread: T70 Nerf10 Aug 2016, 23:32 PM
I don't deny that the Flamer HT does quite good damage, Cat. The problem with the flamer HT is that it costs It gets penetrated quite easily from small arms fire, just about any squad can act as a deterrent for it and since it's so fragile to everything, one damaged engine = dead HT. And because it needs to be in such short range to go those flames off, it's really easy to get in range of AT gun or screening units. This is a stark contrast to a T70; you get a mobile gun platform that has little problem killing units at max range. And on a note for the AEC: they nerfed it's main gun vs infantry, but it still does decent damage with its coaxial MG (which they buffed). This lets it deal with infantry more than easily and a lucky shot can still net you squad wipes on it. Theodosis also made an excellent point - more AT guns = less anti infantry (meaning the Allies always have the initiative on how to counter german army. Can either exploit lack of AT or AI). While this is a natural trade off in Relic games, the problem with AT guns vs light vechs is that since they are far quicker and but more lethal than their heavier counter parts, AT guns have a tough time tracking, positioning, firing and finishing off light vechs. In: COH2 Balance |
Thread: T70 Nerf10 Aug 2016, 20:50 PM
The 1.) You play only team games 2.) You are a complete noob at 1v1. I haven't seen a Flamer HT built in 1v1 in at least a year... If I could take out a T70 with 1 snare + at gun, I'd win every game because I always have such "options." Only problem is t70 backs up and kills me in 3 seconds while it stays out of Pfaust range. In: COH2 Balance |
Thread: T70 Nerf10 Aug 2016, 19:40 PM
Agree but why do you want to nerf all light vehicles ? While the T70 is the biggest offender, all early game generalist light vechs (stuart, T70, AEC, and 222/P2 to a lesser extent) promote a style of play that I feel is antithetical to CoH2. CoH2 is about squad tactics and getting an edge with positioning and micro and abilities in the early game and then transitions to powerful gun lines of combined arms late game. The light vehicles on the other hand are extremely good at dominating the early-mid game. While there are "counters" to this (which is why they aren't completely bonkers OP), such as mines or AT grenades, a smart player knows who to use and abuse these vechs to keep them out of harms way until they can get the most damage in (usually a kill). So whereas constant micro is needed to keep your squads performing well and gaining advantages, little to no effort is needed to get a lot of mileage out of light vechs. This incentivizes players to get an effective (if expensive) vech out and A-move is wherever you need. Forgot about that flank? Send your AEC! Big push coming? T70 is your man(tank) to plink away at advancing squads! Of course, this often leads into headlong charges with these guys as soon as an opportunity appears, blowing right past an AT gun (especially easy vs Raks with their abysmal target acquisition) and scoring squad wipes without really even trying since these light tanks have so much lethality to them. Basically, light vechs are now no-brainer units - good in any situation. Because light vechs are so good, they promote dumbed down and frustrating play requiring an inordinate amount of effort of the opponent to counter it effectively whereas the vech can punish you quite severely ~8 min into the game with a much smaller amount of effort. In: COH2 Balance |
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