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Thread: Your favourite faction.11 Aug 2015, 16:17 PM
I have always preferred the Soviets as my favorite WW2 faction since I played CoD:WaW. In: Lobby |
Thread: Su-76 no longer needs free barrage?11 Aug 2015, 07:46 AM
Well, what other unit are you going to put against it? The Stug G? Same deal, there will be a Quad and 2 SU76 on the field by the time you get a StugG. Panther? Good luck with that against 4 SU76. In: COH2 Balance |
Thread: Su-76 no longer needs free barrage?11 Aug 2015, 07:19 AM
Have any of you people actually done the math on Soviet vs Ostheer tech? Even when you 0 fuel advantage over an Ostheer player, which is hard to imagine considering how super effective M5 quad rushes are, you can still get out a quad and 2 SU76s before a P4 hits the field. In: COH2 Balance |
Thread: Replay?9 Aug 2015, 12:23 PM
Be patient, I don't play that many games a day. |
Thread: Sturmtiger breaks the game9 Aug 2015, 12:19 PM
I just wish to point out that 90% of you are complaining about a unit that is fundamentally the same as it was last patch. Many things have changed with the last few patches. Units that themselves have not changed can suddenly become a lot more nasty or a lot less useful than before. Factions, units and commanders do not exist in isolation. Saying that unit X was fine last patch therefore it must by fine this patch is extremely short sighted. A simple example is the M20 and LTD tech vs Ostheer. Pre-patch, rushing LTD and an M20 was the go-to strat for USF vs Ost, yet in this patch it has fallen completely out of favor even-though the LTD and M20 have received a grand total of 0 changes. In: COH2 Gameplay |
Thread: Molotov - too useless 8 Aug 2015, 12:11 PM
The only 2 times a grenade does not score a kill on a direct hit is when: - The unit targeted is the Ostheer sniper (82hp vs 80 damage grenade). - The unit is in green cover, which reduces explosive weapons damage by 50%. There is no RNG involved in grenades, they always do the same damage when they hit; there is no 'sometimes a grenade does not kill' except when green cover is involved. Not dodging a (rifle)grenade will always yield in massive damage to the squad, and often will lead directly to squadwipes if the units are bunched up in yellow cover. The molotov on the other hand are, as EtherealDragon so beautifully phrased it, like bottle of warm bath water. You don't get punished for not dodging it, the flame DPS isn't high and the crits only start to kick in when squad members are below 50% health. It's a useless ability; even against HMGs in buildings as the HMG can just kill 3~4 conscript at close range while you throw the thing, force your conscript to retreat, and then exit the building having only taken some damage from the flames. |
Thread: Molotov - too useless 8 Aug 2015, 10:56 AM
The problem with buffing Molotovs is Soviets don't have as many things to spend muni on compared to other factions, so Molotovs are easy for them to spam, which will be a problem if Molotovs are more powerful since Ost mainly have four man squads. Molotovs are an investment that can pay off if they're used well, since they can clear houses and force mg to change positions. There is no problem with buffing molotovs... Have you played the game before the last patch? Molotovs were useful then and nobody complained about it. Molotovs were not OP before the global flame-crit nerf, but were completely made useless because of it. I suggest giving the molotovs 25~30 impact damage, this will punish players for not dodging them and will kill models quicker if they stand in the flames. |
Thread: Separate forum\section for 1v1 players?7 Aug 2015, 19:01 PM
They should make a separate forum for 1v1, and they should not allow you in it aaa. In: COH2 Gameplay |
Thread: ML-20 152mm Howitzer7 Aug 2015, 18:58 PM
ML-20 is indeed OP. I like the fix for precision strike by replacing it with extra shells. I would have been satisfied if it was changed to 4+2 shots, and at most it should have been 6+2. But certainly not 8+2, that is just too much. When me and my teammate play a 2v2 against either double OKW or Ostheer players without CAS or something similar we have a good chuckle about how we are going to blow the shit out of them with ML-20s. In: COH2 Balance |
Thread: Sturmtiger breaks the game7 Aug 2015, 17:52 PM
That already sounds OP even if it does not have the same range as the Sturmtiger. But I don't know for sure if it will be more OP than the sturmtiger as all the weaknesses of the sturmtiger don't really matter when you can fire very fast missiles from 45 range through buildings and wiping everything. Not defending the AVRE here... but if it has short range you can at least retreat, with the sturmtiger it's just like you have activated Soviet windustry without getting the fuel, you just lose 240 manpower every 2 minutes. In: COH2 Gameplay |
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