The base defences being Flak AA was always stupid, just replace them with ostheer MGs.
The Schwer HQ is more complicated to change. AA gun, instant infantry pin with long range, significant chance to penetrate medium tanks? Ugh.
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Thread: Lend-Lease fuel drop and OKW base AA defences15 Feb 2015, 23:22 PM
In: COH2 Balance |
Thread: New faction British??12 Feb 2015, 04:31 AM
4 factions Base game: France vs Germany (1940) Expansion: Commonwealth vs Italy (1940-41)
In: COH2 Gameplay |
Thread: New faction British??12 Feb 2015, 03:44 AM
If people are tired of seeing Germans in WWII games they should probably step outside the genre...just sayin'. Not tired of Germans; tired of Germans getting multiple factions in CoH. CoH3, 1940-1941 timeframe PLS. So we can have non-German axis factions that plausibly compete and don't wind up with supertank callin meta since Tigers don't exist yet. In: COH2 Gameplay |
Thread: M2HB .50 Cal Machine Gun12 Feb 2015, 03:01 AM
Iam the only one who thinks this MG is to weak for a .50 cal round? I actually fire the m2 while in the service and i have to say that this weapon is not meant to suppress, its design to tear apart the cover and man behind cover. It should be tearing apart light armor vehicles as well. The 50 cal could use the same "partial cover negation" statistic that the Obers have on their magical STGs, lol. In: COH2 Balance |
Thread: okwunits11 Feb 2015, 03:37 AM
I'm actually surprised they can vet to begin with; theoretically an ober squad (in lore terms) is supposed to be already fully battle hardened. I sort of expected htem to be Vet 5 out the gate (with similar stats to what they are now). OKW could in principle be a faction comprised of low quality core units supplemented by elite doctrinal or high-tier units that are powerful, but don't scale beyond their initial quality (because they're already veteran). The 1943-44 Soviet army is kind of designed in this way except for the veterancy stuff I'm talking about; conscripts and generally weaker versions of many Ostheer units (slower firing mortar, less effective AT gun, weaker tanks etc supplemented by elite infantry and heavy callins). In: COH2 Balance |
Thread: M2HB .50 Cal Machine Gun11 Feb 2015, 03:01 AM
Shocks body armor is penetrated by MG fire and any weapon with penetration, IIRC. I'm not sure what does / does not get pen other than MGs though. In: COH2 Balance |
Thread: okwunits11 Feb 2015, 02:52 AM
Potential solution to Obers: - 340mp for squad, 90 munitions for LMG upgrade. - Reduce DPS of LMG34; increase DPS of K98s further (they already did this once before IIRC?) Alternatively: - Obers cannot get XP. They are already super experienced veterans, and have nothing further to learn. Basically OWK players should be forced to choose a Shrek Blob OR Ober support but not both. If the game goes for a while they can still eventually get both, but it will delay the time it takes to get an operational Volks+Ober doomblob. Every Ober you upgrade to LMG is a Shrek you don't have, and vice versa. In: COH2 Balance |
Thread: Remove Shreck from Volks10 Feb 2015, 04:25 AM
The Puma gets here before medium armor does, has smoke to get out of tricky situations, is fast, has long range, and is the price of a light tank. One puma will shut down light armor play from allies, and is a legitimate threat to medium armor. It is supported by OKW infantry, it's not like you can just bum rush a Puma with a Sherman and come out on top unless they sent the Puma out by itself far away from support. Even then, smoke can save it a lot of the time. It's a solidly performing unit. It's not some rare unit never seen in competitive games. In: COH2 Balance |
Thread: Remove Shreck from Volks8 Feb 2015, 02:54 AM
Salvaging vehicles and weapon teams gives bonus fuel, start sector is not reduced to 2/3 income, they start with enough fuel to build their first truck (so the first tech choice is essentially free), and the truck that builds the puma allows you to rush it by sacrificing munitions. The extremely cheap nature of teching and options for supplementary fuel income mean that it's not the case that you can multiply fuel costs by 1.5, and you definitely can't multiply the fuel costs of the fuel you get for free at the start. The OKW has to earn 70 additional fuel to construct the puma on top of what they start with. Assuming no salvage or conversion, that means earning the adjusted equivalent of 105 fuel (actually slightly less because base sector not reduced). OKW's starting fuel being quite generous and their teching being so cheap means that the first vehicle they get out can be purchased very quickly, often before the Wehrmacht equivalent, and at a time when they can have a real impact on the flow of the game. In: COH2 Balance |
Thread: Current Meta - useful commanders etc.7 Feb 2015, 13:19 PM
USF loadout: AB / Infantry / Rifle Soviet loadout: Guard Motor Coordination / Shock Rifle Frontline / Counterattack tactics If there are no stuka doctrines in your enemies loadout (for example, double OKW), counterattack will give you the B4 which will be a HUGE boost to your late game. Not only does it help deal with blobs, it can snipe enemy tanks. The trick to using the B4 is to get a feel for where it's going to be needed next and aim the gun long before the enemy shows up there (it's not nearly responsive enough to turn and fire in most engagements so you have to already be turned the right way). Plan your engagements to take advantage of B4 fire, use your units to pin the enemy in position and hammer them. If they get used to this, take note of their weapon teams, then make them think you're about to hit their blob then snipe weapon teams one at a time. Total destruction of Raketen / AT gun / Mortar / MG in civilian building. In: Strategy Desk |
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