Italians with German support. Give us something new that is not just more Germany, but will still give us German units for people who crave for more Germany.

Thread: Should be there a 3rd axis faction? If yes who?11 Jun 2016, 08:40 AM
Italians with German support. Give us something new that is not just more Germany, but will still give us German units for people who crave for more Germany. In: COH2 Gameplay |
Thread: Do you want COH1 remake?11 Jun 2016, 08:37 AM
No. That's where any argument dies when you also consider most weapon teams were also 3 man. You also forgot about the sinking ship that was THQ. And honestly I don't feel lag or unreponsiveness and that's coming from a person whose internet fluctuates whenever it feels like it. Anyways no remake. Just as Budwise said, take the best from both worlds and put them into one. In: COH2 Gameplay |
Thread: Conscripts - when being a looser is your fate6 Jun 2016, 20:49 PM
Everything's apparently too expensive nowadays. Might as well say GG Ostheer while we're at it with their Battlephase upgrade ![]() In: COH2 Balance |
Thread: Conscripts - when being a looser is your fate6 Jun 2016, 19:33 PM
1. Burst Damage. Cons only need 5 shots to drop a model and against Grenadiers it's far more punishing as that's 25% of their DPS being dropped. 16 damage vs the 12 of Volks or 8 of Rifles. It's RNG, but it can also allow Conscripts to suddenly catch up in a DPS race at short. 2. Overstating the 1.087 when you consider most Axis early ranged infantry already have good accuracy and the fact Cons are 20 to reinforce per model vs a Grenadiers 30 or a Volks 25. You make it sound like it's the weapon team 25% which is very noticeable compared to the Conscripts 1.087. They also still have 80hp per model. 3.And? Tank Traps are harder to fit squads behind and are exclusive to Rear Echelon. Volk Sandbags also aren't exactly large while the USF needs specific docs for sandbags. 4. Conscripts are not mainline damage dealers and never have been. Doctrinal troops or the upcoming Penals are the ones who deal damage, while Conscripts take damage/draw fire and be the utility belt they are. It's how they've been for awhile. The only thing Conscripts should possibly get is lower reinforcement costs with veterancy to maybe at 16-17 to emphasize their role as support/screening troops for the other Soviet units and possibly adjustments to their grenade packages in costs. If we're really bored, give them a squad leader like in my mod just to mess things up ![]() In: COH2 Balance |
Thread: Miragefla's Highlights Cast6 Jun 2016, 17:42 PM
In: COH2 Shoutcasts |
Thread: OKW (balance preview mode) - concerns and solutions6 Jun 2016, 17:36 PM
Thing is the Flak HT is a fragile unit primarily meant for defense and with the MG34 it's less necessary, but then again the Flak HT isn't even a good deterrence to mass infantry. It's more focused on single infantry units and aircraft. The Flak HT doesn't need to be able to solo light vehicles or even kill them, but it should at least harm anything below/at AEC/T-70 levels of armour to make it a choice rather than the idea being to spend that MP on more infantry and support weapons and save the fuel. Right now you can drive the USF AA HT right into the Flak HT and kill it horribly even if it's set-up. In: COH2 Balance |
Thread: Repair Speed Tweaks3 Jun 2016, 02:24 AM
He said fighting ability. Out of all the engineer units, the EFA engies have the least combat potential aside from flamethrower support. All the other stuff you mentioned can generally be done by the other engineers. Anyways, I'm still for improvement of repair speed for the EFA if and only if, they buy the minesweeper since they give up a gun, have no ability no duel-equip, can't put it away, probably the least survivable, and have a hard time getting to that veterancy 2. In: COH2 Balance |
Thread: Churchill is garbage26 May 2016, 00:49 AM
Churchill's in a weird spot as a veterancy feeder that also gives no damns if its flanked since its low armour is compensated by its high health pool. It lacks proper firepower and mobility as well. It also costs quite a bit and for some reason is more population than a Panther. I like the idea of a meatshield/shield but: -Company of Heroes 2 AT lethality is high and in the late game double ATGs are common and will strip quickly HP from even the mightiest of tanks. -Unless you can do something, you just eat shots. Churchill's not threatening enough with the grenade being fixed and no longer being a nuke and has a slow rate of fire. -You can probably ignore the Churchill for the most part and shoot at the glasscannon units. I'm wonder if giving the Churchill some sort of aura would be an idea, either passive or timed. Not to improve effectiveness of units, however. Instead, a de-buff that would hinder the enemy and weaken their effectiveness. It could maybe work on both vehicles and infantry and would force units to shoot the Churchill to get rid of the de-buff. This indirectly makes the Churchill harder to kill indirectly as well as nearby forces which it should be supporting. I'm not sure what sort of de-buff we'd be talking about, that's my idea aside from a few suggestions of increasing armour so it can deflect, but reducing health. In: COH2 Balance |
Thread: 2v2 CE Mod Game: Miragefla Needs to Fix Stuff25 May 2016, 20:52 PM
Just a game I had with some members of the community with the Competitive Edition mod and its most recent update. Note I did not implement the Jagdtiger and King Tiger being restricted to their own because I forgot to add that at some point during some adjustments Relic made at one point ![]() In: Replays |
Thread: Reduce Price of WC-5125 May 2016, 03:01 AM
How long would said cooldown be, however? The first part of the cooldown will probably be spent of the first rifle squad being trained. A WC 51 only take takes 30 seconds to be off cooldown so I'm guessing if we were to go with that idea, around 50+ seconds. In: COH2 Balance |
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