Just while we're in the thread, what's the counter to Sturmpioneer flamer builds? I faced it the other day in a 2v2, never even encountered the flame doctrine before. We had both fuels on Moscow Outskirts for the first few minutes, we were like "woah this is easy" then suddenly they popped flamers and uprooted all of our defensive positions (double brit) + wrecked the mortar pit that I had just built in seconds.
Then they built 3x raketen to snipe the first cromwell we built with our accelerated fuel in one nanosecond.
Maybe it was just bad luck but holy shit I haven't got facerolled after such a strong start ever before. 
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	Post History of ThoseDeafMutes
							Thread: Sturmpioneers 'as it is' need to be removed from the game22 Feb 2016, 23:34 PM
						 
						 In: COH2 Balance  | 
							Thread: Mortars/Howies: Nerf autoattack, maybe buff barrage22 Feb 2016, 02:06 AM
						 
						Exsactly my thoughts, indirect fire weapons should be harder to use than placing them behind shot-blocker in a spot where they can reach half of the map to forget about them for the rest of the game. At some point, it might be worth experimenting with modelling what the game would be like if we had consistent rules for artillery. Like if indirect fire was always modelled as "off map barrages", except with the actual artillery pieces on map somewhere. Possibly like the british base howitzers where they're used as part of abilities but you don't control them directly. Although I'd want to modify the system a bit. Another possibility is like, you have a "fire mission" tab somewhere on the interface, near the doctrine abilities probably, and it's a list of indirect fire assets and you can control them from there. Maybe they have infinite range as with howitzers, or maybe they are limited by their exact position as with a mortar, but in any case there's no such thing as auto-attack, since the mortar crews don't telepathically know where the enemy is. This is obviously not a balance suggestion for coh2, but...  In: COH2 Balance  | 
							Thread: Pls re-introduce the "low visibility" weather conditions20 Feb 2016, 04:42 AM
						 
						Don't worry, CoH3 will reintroduce with North African dust storms. At this point I'd rather just keep them out for performance reasons if nothing else, but I do generally agree with the thrust of this, that the limited visibility was a good way to vary the game tactically speaking, unlike the unit freezing which was just dreadful.  In: COH2 Gameplay  | 
							Thread: New British Helms Deep commanders10 Feb 2016, 23:04 PM
						 
						Going to enjoy the Land Mattress to its fullest extent. 3v3 all Brit team is gonna be amazing now. 
 Well, they defended when necessary, but the British late war army was a fully mechanised, highly mobile striking force that advanced at the same rapid pace as the Americans, often utilising a lot of the same equipment and supply lines. 'Static' isn't really something I would associate with them in 1945.  In: COH2 Balance  | 
							Thread: Mattress10 Feb 2016, 05:34 AM
						 
						Oh yes. My 3v3 team is gonna be Calliop / Arty Cover / Land Mattress for sure.   In: COH2 Gameplay  | 
							Thread: Rename rifle company1 Feb 2016, 08:06 AM
						 
						Rear Echelons use rifles, hence "Rifle Company" They use the M1 Carbine, which is not a rifle. Or sometimes flamethrowers. ![]()  In: Lobby  | 
							Thread: CoH 2 NIS dabbling31 Jan 2016, 23:55 PM
						 
						Can somebody at least tell me what "NIS" stands for?  In: Lobby  | 
							Thread: Just Friggin' Nerf Arty Covar Already31 Jan 2016, 22:55 PM
						 
						Bitch I was using arty cover and pointing out it was OP months ago. Now all of a sudden people discover it and actually start using it. It's WAY less OP than it was because in its first pre-nerf form it not only did engine damage and dropped all the stuff it does now, it also just outright stunned tanks on the regular. You couldn't even fire back or move half the time when caught in it.  Combine with an armor push and pre-nerf commando bombing https://www.youtube.com/watch?v=7UB4ehqacz8 ![]()  In: COH2 Balance  | 
							Thread: Mobile App?29 Jan 2016, 15:02 PM
						 
						I mean, it depends. A huge number of mobile apps are merely mobile versions of websites launched from an app instead of the web browser. There are frameworks you can get that allow you to code a site in HTML/CSS/JS and then have it deploy to Android/iOS/WP without even doing native coding. The reason people do this is because it's simpler and easier as a cross-platform solution. If you're going to code a mobile friendly version of the site for deployment on phones, it raises the question of why not just have a mobile friendly style sheet and web design to begin with. Instead of making this new dedicated thing to deploy to an app store, remake the website so that it is adaptive / reflexive and touch friendly. Whether this actually involves an m.coh2.org separate site for mobile phones or whether it literally is just the same page with elements that change in CSS based on screen size, it can be done and it is the superior, easier to maintain and more elegant solution.  In: Lobby  | 
							Thread: Do you prefer the "new" OKW or the "original" OKW Part II27 Jan 2016, 01:51 AM
						 
						
 I've said in the past that obers should have started at vet 5 or whatever the max was. Basically they're already elite, they shouldn't be able to scale from their initial superiority. Like I don't mean they start at actual current vet 5 stats (way too op), I mean they should be strong squads with no scaling. Similarly other elite units should have had poor scaling, most units except volks and weapon teams. Would have helped sell the core theme of the faction better imo.  In: COH2 Balance  | 
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