- Vault move hotkey
- "Ignore Vaulting" button to hold so that you take cover, rather than vault (sometimes the game gets confused as to which one you want to do).
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Thread: I wish there was a 'vaulting move' option for squads.28 Apr 2015, 04:39 AM
In: Lobby |
Thread: Less pack, More Howitzer (buff the pack's barrage)28 Apr 2015, 02:10 AM
People tell me its a decent unit but I've never been able to make good use of it. Not being able to retreat an indirect fire unit really cripples it IMO, I would rather replace it with a more standard mortar. The unit composition for USF and OKW are really fucking weird, I wish they were "more normal" instead of trying to be as different as possible In: COH2 Balance |
Thread: American commanders Part 227 Apr 2015, 23:49 PM
I think an interesting air power ability would be "air superiority" or something similar, which prevents hostile airstrikes being used for the duration of the ability (45-60 seconds, perhaps). A way to provide cover for offensives against something like CAS, which can just suppress blobs with impunity. But the USF player couldn't spam it, because it costs munitions. Or if they did, they would not be able to use muni for anything else. In: COH2 Gameplay |
Thread: Wehrmacht Sniper op now?27 Apr 2015, 23:14 PM
The sniper doesn't feel particularly weak against small arms fire, which is the issue. High risk high reward was the name of the game for snipers. Old Wehr sniper too weak, I agree. New wehr sniper might be a little too tough, though. At least tweak the rec acc modifiers so it's slightly easier for small arms to hit, if you want to keep the HP so they can survive a mortar shell (which feels so fucking gamey it hurts). If the original intention was to have them be able to survive that shit IMO they should have had both snipers be two man squads to begin with. In: COH2 Balance |
Thread: Is the King Tiger still worth 260 fuel?27 Apr 2015, 06:07 AM
Health is higher too iirc. In: COH2 Balance |
Thread: m36-Jackson is over performing27 Apr 2015, 01:49 AM
If I was designing bazookas, I would have treated them more as a multi-role tool rather than just a shitty AT weapon. WP smoke rounds or something for anti-garrison duties at a cost of munitions. Clearing bunkers and stuff is legitimately something a bazooka might be used for. Do we know if there were any regular HE shells in WWII for the zook? In: COH2 Balance |
Thread: Relic, you gonna fix 120mm, or not?26 Apr 2015, 23:56 PM
They're units of mass actually. Weight is measured in Newtons. ![]() In: COH2 Balance |
Thread: m36-Jackson is over performing26 Apr 2015, 23:03 PM
I've said it before and I'll say it again, USF should have had the 3" AT gun, with 57mm being reserved for paratrooper doctrine. It would have performance more similar to Zis-3 and Pak40. The other thing would be that IMO HVAP ammunition should be a global upgrade, not a vet ability. Like the T4 building or something would have "HVAP requesition" upgrade, which unlocks HVAP ability on all relevant vehicles and guns. It still costs munitions to use, but you would at least have late-game access to this ability on your fresh units. In: COH2 Balance |
Thread: Armor Company (US) vs. Mechanized Assault (Wehr)26 Apr 2015, 06:41 AM
Well, good for hitting forward bases I guess. Kinda pricy for that and I'd take ToT over it any day. In: COH2 Gameplay |
Thread: American Base howitzer25 Apr 2015, 13:14 PM
Don't worry, Pershing will save us for big team games ![]() In: COH2 Gameplay |
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