

T34/76 is NOT a joke on my hands; Maybe on your hands you make it suck shit? but on me, No. I can kill a stug with a little micro, go toe to toe with a Panzer 4. Is it a joke? LOL T34/85 is apparently a very good tank. But no one says it "one hit wipe" or elefant penetration; up to a point i think this little medium tank just have too much health and too much firepower with that fuel cost.
Thread: Sync-error?21 Nov 2014, 12:07 PM
Relic should be able to tell in an automated way pretty damned easy. As I understand it the replay goes around to each player in a round robin style. The sync error is going to occur at some point in that round robin. The person with the token before the error is detected should be considered the culprit. This could also be recorded in the player database with an invisible mark. Players with a lot of these marks can then have their games investigated for cheating or tech support action ( ![]() In: Lobby |
Thread: USF Mortar Half Track21 Nov 2014, 10:45 AM
I guess that's why you often see people new to the doctrine grab 3 of these? On of my 2v2 partners did this and I got depressed. In: COH2 Balance |
Thread: Obersoldaten and stuff21 Nov 2014, 10:38 AM
I just picked one of these up my last game, with a vet3 rifle squad. Wait sorry, it was a vet 1 rifle squad, they became vet3 increadibly fast. I beat an hmg34 from the front with it, before it could suppress my squad. I then approached a full health gren squad and on the first burst lopped off 25% of their health. The next burst wiped the entire squad, rofl. In: COH2 Balance |
Thread: Sync-error?21 Nov 2014, 10:34 AM
as far as I understand it, if the game files are changed while the game is in progress it will do this, so it's very very easy to cause sync-errors. The question is, who will the win be awarded to? In: Lobby |
Thread: Ambulance speed21 Nov 2014, 10:32 AM
The healing thing has a pretty long timer on it. Every faction but the soviets has a way to heal in the field (doctrinal forward hq doesn't count). Ost has multiple ways, too. All this still includes field reinforcement, at faster speeds, with more health and armor, useful combat upgrades, transportation, etc. So I don't see how a faster acceleration on the ambulance is going to break anything that isn't already broken between okw and ost, considering they do it better. In: COH2 Balance |
Thread: Dealing with IR obers21 Nov 2014, 07:01 AM
The majority of the USF doesn't get flame weapons, so might as well forget about that. |
Thread: Ambulance speed21 Nov 2014, 06:49 AM
yea if I remember right, it's top speed isn't terrible (still slow), but the acceleration slower than tigers is what doesn't make sense. Both should be increased, considering the strength of this vehicle. Anything at all in the game can destroy it very quickly, so it should be able to zip around faster than kubel imo. In: COH2 Balance |
Thread: AA Pathfinders and tech tiers21 Nov 2014, 00:27 AM
Nope, Relic wants USF to struggle as hard as possible for every win, regardless of how well you play. In: COH2 Gameplay |
Thread: USA is f****g broken20 Nov 2014, 19:06 PM
I'm still stuck with the base 3 commanders for USF, and I must say, I am getting bored with having to play Airborne every time to have a fighting chance. Stupid War Spoils gives me nothing 90% of the time, and maybe a light tank reload bulletin for that other 10%. As such, anything other than the base three commanders is a suggestion to spend money to have a better time playing. Otherwise USF has to play those until War Spoils gives them an alternative. Sorry to spoil this for you, but I've got all 6 and go airborne every game. The other 3 are not better than airborne. The strongest would be rifle company. If your playing 1v1 he might be viable. In: COH2 Balance |
Thread: USF Mortar Half Track20 Nov 2014, 18:57 PM
well u c guys the allied mortars have to be 75% less effective than germans because they shoot at 5 man squads instead of 6 ok? ![]() USF mortar halftrack is garbage. I got one recently and kept it firing the entire game and it only got vet1 in the last 5 minutes of the game or so. I watched the replay and was stunned to see that my targets seemed to have some sort of strange force field that caused each round to land just far enough away to do 0 damage. Meanwhile, the grw was vet3, tearing through my mp. MHT sucks, steal a grw. In: COH2 Balance |
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