there is, 15 more muni every time you use it. They do the same damage.
That is the price for instant throw and much longer range, allowing you to frontally YOLO any MG that isn't in garrison without casualties.
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: Axis incendiary grenades27 Oct 2015, 10:34 AM
That is the price for instant throw and much longer range, allowing you to frontally YOLO any MG that isn't in garrison without casualties. In: COH2 Balance |
Thread: Ostheer Panther/T4 is Overpriced/Underwhelming27 Oct 2015, 10:32 AM
A satchel charge that crits vehicles when someone is stupid enough not to drive out of it. A speed bonus that every single axis tank have as vet1 ability. Ability to "track" armor when it gets out of los for few seconds. And inferior panther that can fight infantry with a faction that doesn't struggle with AI firepower. Or Ability to see what actually decaps your point. Base arty "improvement" so it actually have a chance to hit something. Heavy engi upgrade, which makes them better in combat and repairs while making them grenade magnets. And slightly stronger KV-1(post patch). Hardly comparable to panther, pwerfer that eradicates whatever team weapon it fires upon. And well, brummbar being brummbar, its not bad, but it doesn't blind anyone with awesomeness, I've seen some awesome comebacks thanks to it as well as miserable failures, I got nothing here. Hammer or anvil aren't that bad(the side bonuses), but it hardly justifies proper T4 costs considering it doesn't improve unit variety and grants you pretty much single specialist. Survivability? That's what the Churchill has. Only to the patch day. Low speed, low armor for a heavy, whatever AT weapon pretty much always penetrating it. It will be repair practice tank, not a dmg sponge. In: COH2 Balance |
Thread: Remove the Weapon Racks from USF, add something else27 Oct 2015, 09:40 AM
Its fine as it is. For the bonus of getting any weapon combination on any squad you want you need to get back to base. Nothing wrong with it, except for the racks being at the end of the base on some maps. In: COH2 Balance |
Thread: Remove Allied Grenade tech costs27 Oct 2015, 09:03 AM
Excluding bazooka, side costs and decisions like this should be expanded, not limited. If anything, axis armies should get tech cost adjustments and get side upgrades introduced. If there was enough meaningful upgrades, we wouldn't have med armor rush meta as every single army. In: COH2 Balance |
Thread: Brit Sniper shouldn't be able to Crit 222's engine27 Oct 2015, 08:08 AM
Piats struggle hitting bunkers and you're suggesting them as anti light weapon? In what world? Its not zookas or shrecks that home in. You know, there is a reason why no one ever uses piat after playing with them once. In: COH2 Balance |
Thread: Ostheer Panther/T4 is Overpriced/Underwhelming27 Oct 2015, 08:07 AM
I mean if the brits is fine when they tech easily to the heavier tier,why not about ostheer? Because brits get only a single unit instead of three, which still is inferior to panther in tank to tank combat and survivability? Just a thought. In: COH2 Balance |
Thread: Brit Sniper shouldn't be able to Crit 222's engine26 Oct 2015, 16:00 PM
Yeah, because brits have so easy access to AT early game. If you go for sniper early, you won't be able to pump ATG as fast, if you go ATG first, volks swarm will jsut get in melee and do the job, there is still puma smoke to save your ass. As Zarok reminded me, only downside to that would be Centaur rush, but things might look differently post patch. In: COH2 Balance |
Thread: Brit Sniper shouldn't be able to Crit 222's engine26 Oct 2015, 15:40 PM
It takes two engagements vs tommies to vet puma to vet1. Tommies grant a lot of exp. I did it myself. You can ask FaHu ![]() Vet1 Puma is legit brit sniper hardcounter despite it being primarly AT vehicle and AT sniper in theory its natural hardcounter. In: COH2 Balance |
Thread: Axis incendiary grenades26 Oct 2015, 14:46 PM
That is pretty much how I understand it as well. This might balance the flame damage, but make sov incendiary barrage irrelevant. Molotovs, inc nades and MHT inc round should end up fine after the change. In: COH2 Balance |
Thread: RNG26 Oct 2015, 13:47 PM
You could implement it the way Dota 2 implements RNG, I think its called Pseudo random distribution? You're talking about matchmaking or heroes? Because there are heroes entierly based on RNG and random chances, all the crits, all the random autoattack stuns, all the RNG weapons. In: COH2 Gameplay |
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