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Thread: Last Patch27 Apr 2014, 22:57 PM
I feel like every HMG42 needs to have another HMG42 backing it up for the inevitable OORAH / Molotov / Both. In: COH2 Balance |
Thread: ISU-15227 Apr 2014, 13:20 PM
That's one thing you could do, but I'm not sure how much of a penalty that really is overall. It's still the best of both worlds at the flick of a switch. OTOH if you make it like 15s to change between rounds or something it will become a paperweight if you switch during combat. Now, as a German player I'm always happy to see those Bolshevik swinehunds get a nerf, but I think it's probably better to balance it in a more conventional way. It's already enough of a headache getting this stuff right when you're not introducing new mechanics to the game. I'm pretty confident it will get nerfed at any rate. I'd be happy to see an entire update dedicated to reducing one-shot wipe potential across both factions, to be perfectly honest. In: COH2 Balance |
Thread: Pumas and Target Weak Point27 Apr 2014, 07:52 AM
Fully agreed. This is to much. They made a mistake, this is an OP commander. Lend lease on the other hand is to weak. He needs some buffs, for instance making shermanns be equal wit panthers You want the Sherman to be equal to something much more expensive than it? It's already got great AI capability. In: COH2 Balance |
Thread: Relic: are tanks supposed to solo AT guns?27 Apr 2014, 06:09 AM
I don't always agree with Katitof, but when I do, it's because he's right. AT guns do very well vs tanks, but if it comes down to a straight up duke fest, the tank should win. It really depends on the tank. A Stug or T34 should not be able to solo an AT gun assuming no maneuvering, but a Tiger or IS2 should. AT guns are hard to keep alive in the face of any unit solo, they are slow, they take positioning, and they are a specialist unit. Well, the Zis gets the fantastic barrage ability too, but otherwise it's AT only. It's fine for them to excel in this role for their cost, since they are so easily countered in general. In: COH2 Balance |
Thread: ISU-15227 Apr 2014, 05:54 AM
Patch has been out for what, 3 days? There's no need to be a smartass. This goes for 60% of the people in this thread actually. No unit is unstoppable, even drastically overpowered ones. Nothing you said couldn't also be said about any other previously imbalanced unit. In fact the overwhelming reactionary tendencies anytime a new unit becomes OP are getting very frustrating. As far as I'm concerned making a "L2P" shitpost should be bannable. In: COH2 Balance |
Thread: Sniper Balance2 Feb 2014, 13:20 PM
In theory the scout car is the hard counter to snipers. And unsupported, that's definitely true. However in practice it's a crapshoot, especially in a 2v2 context. Even shocks are great against German scoutcars, they deal tremendous damage if you get close to them. If you get close to cons, they will AT grenade you for either an instant kill or a complete crippling, minimum. And you can't get close to guards for obvious reasons. I have had modest success at countering snipers with Rifle grenades, but I would never recommend that as any kind of main strategy, it's very situational as to whether it's viable to use or not. I do use scoutcars as a counter for clowncar+sniper, but I don't see that as often as I used to now that people love using shocks so much. I'd say that scout cars are a high-risk counter to Sov sniper. Sometimes it works well, often you can't close in for the kill, and it's not that uncommon to get unlucky and lose your scout car almost straight away. In: COH2 Balance |
Thread: Shocktroops at 1CP2 Feb 2014, 12:41 PM
Has relic made any official comment on this, or on when we can expect a new patch in general? "God, shock troops were so useless at 2CPs", said nobody ever. In: COH2 Balance |
Thread: Shocktroops at 1CP31 Jan 2014, 00:34 AM
If it took 60 fuel to unlock Shock troops or PPSH's, we wouldn't be having this conversation. Early game flanking behavior with Rifle squads was not like Shock heavy strats in CoH2, not even close. In: COH2 Balance |
Thread: Shocktroops at 1CP30 Jan 2014, 13:05 PM
"Hey man, let's play some coh2, it's been weeks they've probably patched the cons back to 2cps by now" NOPE. In: COH2 Balance |
Thread: MG42's getting sniped by scripts and shocks 11 Jan 2014, 11:47 AM
Molotov crits on the gunner are terrible too. And now that I think about it, flamethrowers are massively OP for all units that have them in this game. Ridiculously effective compared to reality. The problem isn't so much the damage they do as much as it is the range of other units is massively reduced by comparison. Small arms can easily target hundreds of meters further away in real life, but in CoH2 the effective range of some flamethrowers is actually longer than some rifles. In: COH2 Gameplay |
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