i waited for that moment a long time:
brits got good support weapons, they are isupposed to use combined arms like ostheer :'D
Let me get you in on a little secret, but promise you won't tell anyone.
Maybe it's 'cause the Axis players aren't a bunch of forum crybabies, and they keep their cool and fight the uphill battle, unlike some of their "allied" counterparts.
Thread: UKF will be hopeless with the new patch20 Nov 2015, 15:19 PM
i waited for that moment a long time: Let me get you in on a little secret, but promise you won't tell anyone. In: COH2 Balance |
Thread: December Balance Osth. Sup. Drop Zone/ SU Allied Sup. Drop20 Nov 2015, 14:23 PM
Luftwaffe and CAS were never the same thing. Luftwaffe is more of a support doctrine while CAS is place a plane. they both have planes but the doctrines function much differently. Medkits alone didn't made it support doctrine. Fuel or muni drops, however, did. CAS is indeed new and improved luftwaffe supply, pin plane>flame bombs and that is only main difference. In: COH2 Balance |
Thread: UKF will be hopeless with the new patch20 Nov 2015, 14:09 PM
Its not really about volks buff, but rather IS overnerf. People do not realize/know the size of impact 2 more dmg for volks and 2 less for tommies put together give in end results. With the tommie hard nerf, they aren't really worth more then 260 in any way or form. They simply can't compete without dual brens anymore. In: COH2 Balance |
Thread: [Sov][1v1] Lend Lease: Exploitation of tech free tanks20 Nov 2015, 13:24 PM
I did, but it doesn't put you in better light in any way. Namely: that I could not afford to keep spending on T1 units because I had to tech. Its ostheer's main flaw imo, you simply need that 222/Pak asap otherwise you leave yourself open. So you need early AT gun and light AT vehice vs no tech conspam why? Because I didn't know when the M5 etc would come out and couldn't let my guard down. Yes there were some simple strategies which I could have used e.g. mg bunker; but my second mistake was in not anticipating his playstyle. This is the second time I played against pure script spam in 1v1 (which I'm relatively new to) so it was unexpected and I did not adapt in time. That is another huge error you've made, not being able to identify opponents intentions and strat based on his loadout of commanders, bulletins and his early game choices puts you in equally disadvantaged situation as not having a pair of AT guns after 10th minute of the game. Glad you can see that yourself. My point is that without LL, or say, mechanized assault, (if I was allied, he axis) that he couldn't have kept it up. The doctrines enable this. Yes, that is how the doctrines are designed and intended to work. They aren't unbeatable, lend-lease isn't even optimal doctrine and you're crippling yourself for ignoring teching with it as it can be easily anticipated and hardcountered. And there is the other fact that t85s, easy8s etc were all restricted to tech. For the same reasons as outlined above (allowed tech skipping). Both T34/85 and EZ8 are considerably better then their stock equivalents in both, firepower and durability. M4C is better then T34/76, but then what isn't? Its the tier of call-in StuG, M10, dozer or command tanks, its not nearly as powerful or potent as 34/85 or EZ8, hence its not restricted. Why the exception for LL and mech assault Because, again, these doctrines are designed to be call-in doctrines. You're still hindering yourself if you won't tech using them, unless your opponent lost early game, which doesn't really impact late game in any way in this case, he'd picked no doctrine at all and rushed to T4 for T34 spam, you'd lost in exactly the same way, only difference being, with how much behind you were, you'd see armor on field much sooner then call-ins. You didn't lost because of call-in doctrines, you lost because you were outplayed greatly in early game because you didn't read your opponents intentions and didn't reacted at all to his strat, call-ins had nothing to do with it. In fact, had he teched instead, you'd be base pinned quickly by fast M5 which arrives incomparably faster then the call-in. In: COH2 Balance |
Thread: Balance Preview Patchnotes20 Nov 2015, 12:55 PM
Allied costs 80, OKW costs 60, allied grants 35% bonus, OKW grants 50% bonus. and the buff it gives aren't either (without vet)....just compare designate command vechile and command p4 to it..who needs flare when the vision of tank itself is that high At with vet the buff is amazing and applies to infantry as well. Comparing it to command vehicle is useless, because command panthers gun does more then looks dangerously, command vehicles mobility and combat abilities are butchered, making it exclusively buff vehicle. Command P4 might be bordering on being op though. and the flares cost muni a waste of munition tbh... You are the first player in whole coh2 history who believes cheap reckon ability that can't be shot down is a waste of muni, especially now, that this muni is no longer limited. Command panther sight alone is worth the extra cost. Its 50 gun range, speedy, durable tank hunter with 50 sight range. In: COH2 Balance |
Thread: [Sov][1v1] Lend Lease: Exploitation of tech free tanks20 Nov 2015, 12:39 PM
If he heavily invested in early game and you didn't, then I don't really know what did you expected. You won't win if you have 2-3 squads of infantry less, unless you can hold your ground really well. In: COH2 Balance |
Thread: Panther just too powerfull and no good counter20 Nov 2015, 10:58 AM
I wouldn't call its AI "excellent", but out of all TDs, its MGs(especially OKW one) are quite powerful and in comparison to other TDs, its AI actually exists to the point where you're not left with metal can occupying your base when there is no longer armor present. In: COH2 Balance |
Thread: Rifle company is dead?20 Nov 2015, 10:51 AM
It would be buffed if it had its cost untouched. It got cost raised, so it got adjustment, not a buff as relative cost-effectiveness of the unit is unchanged. Believe me, these are not semantics here. In: COH2 Gameplay |
Thread: Rifle company is dead?20 Nov 2015, 10:37 AM
Thanks Pay 350 for commandos, 50 for ability to spawn anywhere and 100 for ability to destroy OKW trucks. Wasn't that fixed recently or I just read and remembered "we added it to our database" and nothing changed? In: COH2 Gameplay |
Thread: Introduce caches in OKW20 Nov 2015, 10:31 AM
Well theyre already getting 100% resources if you add caches it would make the faction even less unique than it was Well, its already less unique, being pretty much wehr/USF hybrid on steroids now. But salvage is enough, they do not need more. In: COH2 Balance |
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