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Thread: How long after WFA release before we can talk balance?16 Jun 2014, 04:27 AM
The balance forum is going to go nuclear when the new factions hit. I will be right here, screaming OP OP OP right along with everyone else. ![]() In: COH2 Balance |
Thread: Does the Zis really need barrage?12 Jun 2014, 12:48 PM
Who needs barrages when you're manned by ghosts? http://www.coh2.org/replay/18420/the-night-of-the-living-zis/ In: COH2 Balance |
Thread: 0 man mortar team12 Jun 2014, 12:41 PM
This bug still exists? In beta there was a fair chance when an AT gun got decrewed for it still to be in your possession and shoot enemies. Haven't seen this bug in a while though. http://www.coh2.org/replay/18420/the-night-of-the-living-zis/ Just happened to me tonight ![]() In: COH2 Bugs |
Thread: The Night of the Living ZiS12 Jun 2014, 12:07 PM
- Undead ZiS gun - Sniper killed by AT gun friendly fire - Decrewed vehicles galore - Terrible play all round Not exactly my proudest moment, but pretty funny overall. In: Replays |
Thread: USA Unit List11 Jun 2014, 05:35 AM
I keep forgetting to use the major for anything other than capping/harassing, I can't even remember what abilities it has. In: Lobby |
Thread: Panther overnerfed11 Jun 2014, 01:25 AM
I wake up in the morning and the thread has lost its mind. Eesh. Panther is underperforming and will get a buff either directly or indirectly. I'd bet money on it. The Ostheer *needs* rebalancing to make more units and commanders viable competitively. It's in a pretty stale spot as far as I can tell with Tiger / Ele doctrines clearly leaving their peers in the dust for team games and T4 being pretty ill-advised generally. Of course this is all moot if the new factions wreck the balance for another 5 patches anyway ![]() In: COH2 Balance |
Thread: Panther overnerfed10 Jun 2014, 13:16 PM
Maybe increase health a little but I think it's more the case of the heavies being too cheap and numerous for the Panther to be viable. It was useful in the last game I played because the opponents went for Forward HQ strategy and we needed arty to crush them. The Panther was thus needed as a non-doctrinal, high penetration unit. But in a typical game, a Tiger doctrine is always a better bet. Tiger is harder to kill, does more damage, is more effective against infantry too. The First tiger is about as fexpensive/late as the first Panther all things considered and that's the main thing. Sustaining Panthers long run might be cheaper but the first one is going to be the one that has the most impact on the game. Make heavies require tiers so they can't be afforded until a bit later on. Soviet heavies require T3 or T4 building. German heavies require T3 building OR T4 upgrade. In: COH2 Balance |
Thread: The Western Front Armies and CoH2 future10 Jun 2014, 06:26 AM
4 factions is already tough to balance in a game like this, any more would be a nightmare unless they seperated them out into their own little world. Actually I wanted OKW / USA to be seperate from Ger vs Rus anyway ![]() In: COH2 Gameplay |
Thread: OKW Unit list10 Jun 2014, 06:09 AM
Nazi related materials are *not* banned in Australia. Plenty of games and other media use swastikas and make liberal use of Nazi symbolism including violent videogames (Wolfenstein: TNO came out mere weeks ago and was uncensored in Australia) or comedies (i.e. Iron Sky comes from Australia). Germany is a fairly large market for PC games and is the main reason behind avoiding the use of Nazi symbols. In: COH2 Gameplay |
Thread: Worst balance ever . soviet domination9 Jun 2014, 13:36 PM
So petty squabling and shittalking aside, are we in agreement that Soviets are too effective in the current patch? Not only in the sense that they are overall stronger, but they have a higher number of viable strategies and a more diverse meta as a result. In: COH2 Balance |
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