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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.
Post History of Katitof
Thread: GrayHound Preformence29 Sep 2014, 21:40 PM
Well, the damage is pretty much main difference as they got similar survivability when M8 is upgraded(2 PaK or 3 shreck hits), except Stuart is actually useful against both infantry and vehicles and scales quite ok, while greyhound is completely useless when canister is on cooldown. Stuart also got better penetration, reloads faster and have more then twice the DPS of M8 that goes for both, main gun and coaxials. In: COH2 Balance |
Thread: GrayHound Preformence29 Sep 2014, 21:26 PM
It's not a shitty unit lol. Where do you like to park yours when canister is on cooldown?? In: COH2 Balance |
Thread: Reduce cost of BARS and Bazookas?29 Sep 2014, 20:12 PM
Right now bazookas are like cheaper crappier versions of panzershrecks, If they are going to balance the two factions asymetrically bazookas should have some advantage over Shreks, but presently shrecks are much better vs every variety of vehicle because their high Alpha damage makes them good vs light vehicles and their high penetration makes them good vs heavy ones Something should be adjusted to give bazookas their own niche Like PTRS have advantage over shrecks? ![]() PTRS used to have range advantage, but allied weapon having any advantage over axis one was blasphemy, so PTRS had its better range scrapped and is now a retarded, glue eating version of AT weapon. In: COH2 Balance |
Thread: GrayHound Preformence29 Sep 2014, 19:18 PM
it would be pretty ok if it did like 4x its current damage. Right now puma makes it look like a bad joke. Well, it got exactly the same gun as Stuart and still does 50% of its damage. Upgunned 222 is a fair game against it, thats how bad default fire is. Abuse canister shot or forget about the doctrine. Adding smoke to it either as default or vet ability would go a LOOOONG way for the viability of this vehicle. In: COH2 Balance |
Thread: GrayHound Preformence29 Sep 2014, 19:09 PM
Come too late and is completely useless outside of canister shot. I like it, but not advise it. In: COH2 Balance |
Thread: Adding initial cooldown to Sws HT and Dodge at 0CP29 Sep 2014, 17:09 PM
Hell no, sometimes I go for *fast medic HQ* in maps like semosiky or Moscow (usually my third unit is tech) Oh no! Does that mean you would have to make a DECISION with a CONSEQUENCE as AXIS? We can't have that! In: COH2 Gameplay |
Thread: Adding initial cooldown to Sws HT and Dodge at 0CP29 Sep 2014, 17:06 PM
Why not binding the SWS to tech? Make it a unit build from the HQ for little fuel and manpower, but reducing the cost for setting up. Additionally you add a delay for the first truck to prevent pushing. As a result people will be more careful with them. Reasonable idea, makes all the sense, removes axis cheeze. All three principles of "never to be implemented" are being met. In: COH2 Gameplay |
Thread: Data collection on mines29 Sep 2014, 13:49 PM
On a somewhat-related-but-not-really-related note, the I&R Pathfinders gain vet and kills from units killed by their barrage. I'm not sure if the Major gets this. Either way it's strange that the pathfinders get this while minelaying units don't. I'm not 100% sure about the exp, but they definitely get the kill credit. In: COH2 Gameplay |
Thread: Stole a Kubelwagon29 Sep 2014, 13:39 PM
I didn't realise people had issues with the Kubelwagon after they nerfed it in the last patch. Isn't it pretty much back to where it was originally when everyone said it was a waste of manpower? That is because they reverted buffs for every single thing except the one that does make it overperform-the range. No tear down time+big range+50 fight+suppression is a recipe for overpowered as you will be able to see in advance all attacking units and open up on them before they will even see you. Its no rocket science here, its plain common sense-you do NOT give suppressing unit huge attack AND sight range, there is a reason why all HMGs have only 35 sight range. In: Lobby |
Thread: win-lose-ratio from 15.9. - 25.9.2014 + much more29 Sep 2014, 13:36 PM
BS Stats....Need to see the whole picture, not just the "Top 200" in order to make judgment. A poll of top 200 players for each faction is an accurate representation of what is going on with the balance, unless you really believe that players of axis side are that much more skilled then players of allied side. Games are balanced for the people who can play them, don't make many mistakes, know their armies and can pump most out of them-the top players. You have facts presented right there at your face and you still try to dismiss them. That is obvious denial my friend and sorry to disappoint you, but the only skewed thing we currently have is balance. In: COH2 Balance |
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