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Thread: Light vehicle speeds26 Oct 2014, 04:47 AM
Speed differences are small because the game is small. It takes infantry less than 10 seconds to go from "maximum engagement range with a rifle" to "optimal range for an smg", lol. The biggest 4v4 maps would be the only places where your vehicles would have a good opportunity to reach their maximum speeds for more than a very brief moment, if they tried to make it a bit more historical. In: COH2 Balance |
Thread: ISU-152 Overnerfed25 Oct 2014, 01:12 AM
The ISU, JT, Elefant should actually have never been included in the game to begin with, so a drastic overnerf to the point of uselessness is the next best thing IMO ![]() In: COH2 Balance |
Thread: Pershing Madness20 Oct 2014, 06:12 AM
The Pershing will absolutely go a ways to making 2v2 viable with double Ameris. It won't change the situation in Sov/USF mixed team games because the Sov already has access to heavies to cover the Americans in the late game. In: COH2 Balance |
Thread: Pathetic Anti-Aircraft Capability.15 Oct 2014, 00:16 AM
The issue is that they get them as base defense guns, so if you improved the effectiveness of them, OKW would have a free "negate all enemy aircraft" property on small-medium maps. I think they should replace the base defences with Ostheer bunkers, then boost the AA capabilities of the 2cm flak defences. In: COH2 Balance |
Thread: Months later, still no adjustment to the Forward HQ2 Oct 2014, 11:48 AM
I saw this commander once, the player using it crushed me because I had no idea the thing even existed, and then I haven't seen it since then I can recall. If it was actually OP I imagine it would be a lot more commonly used. In: COH2 Balance |
Thread: Heavy tanks - easy use30 Sep 2014, 01:56 AM
I believe the solution relic is going to implement is to nerf call-ins generally - increase the fuel cost moderately, then apply a discount for tiering. So a Tiger might now be 270 fuel, with -20 fuel for each of the following buildings you constructed: T3 T4 A similar system will probably be in place for the other factions. This will make holding out without building tiers less economically viable. But still possible. Heavies are call-ins, generally. The only one that isn't that I can think of is the KT, but that requires tiering anyway by definition. In: COH2 Balance |
Thread: The overbearing balance of 4's26 Sep 2014, 01:29 AM
In before the hate train comes in to say that nobody should care about 3v3/4v4 balance. It depresses me that a lot of solutions seem to involve more DLC commanders. Which won't be available to people who don't buy them. If something exists to make the team game balanced better it needs to be freely available to people. I feel like part of the problem is not only that Axis fuel is more secure in team games (esp. larger ones) but also that pop-cap not being tied to territory means that there's no real problem with them loading up on heavies and no way to prevent their replacement by being aggressive with territory. It's purely a matter of stalling until they get the resources. In: COH2 Balance |
Thread: USF and mobile rocket artillery25 Sep 2014, 03:34 AM
Just like in CoH, the first two factions are asymmetrical but still have rough equivelancies in core units, but then the next two factions are silly and gimmicky in many ways, lacking many core units. In: COH2 Balance |
Thread: German 105 Howitzer is god awful24 Sep 2014, 06:49 AM
Actually the Kalashnikov only superficially resembles the STG44. The idea of a sturm-rifle was copied from it, but the inner workings of the gun are very dissimilar, more closely resembling the firing mechanism of the M1 Garand. The AK47/AKM are only "copies" in the same way that the M16 was a "Copy" of the AK47 - it's a weapon that is designed to fill the same role, and exists in response to the other. In: COH2 Balance |
Thread: Is OKW the strongest faction currently?23 Sep 2014, 01:01 AM
I'm admittedly not amazing at OKW, our Axis team floats around rank 2200-2800 depending on how good our week has been. But if the allied team floods us with mediums it is a *real* pain to deal with. Pak's can't be everwhere and if I've only got a puma and 1 Pshreck to act as mobile AT, they really can bring a world of pain to any isolated units you have and swarm your defences sometimes. We've started getting Stugs from the OH player to get faster tanks - then stall for Tiger. I need some pro replays to model our team play after but I don't have that much gaming time these days so it's hard to dedicate time to practising and learning ![]() In: COH2 Balance |
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