Maybe, but it doesn't punish while having a timer. Like say... molotov.
It also doesn't have near melee range, like molotov, nor does it have extremely long throw animation, like molotov...
Quite the BS, you're as clueless as it gets.
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: (H)MG34 7 Apr 2020, 22:36 PM
It also doesn't have near melee range, like molotov, nor does it have extremely long throw animation, like molotov... Quite the BS, you're as clueless as it gets. In: COH2 Balance |
Thread: Sweepers in half track's shouldn't detect mines.7 Apr 2020, 22:22 PM
TwistedTotsie's games are so much fun to watch but the knowledge that stems from them is simple: good players show especially well which elements in gameplay mechanics are just a bit wrong. The game is great and well balanced - this is just one more detail to polish. Boy, do I have a surprise for you then Regarding part 2, if open topped transports were supposed to be used as you claim, they wouldn't allow to shoot ALL weapons from out of them. But they do, ever since the first game, its as intended mechanic as it can be. In: COH2 Balance |
Thread: (H)MG34 7 Apr 2020, 21:43 PM
Go un-scrub yourself and learn how green cover works..... Like why brits were able to use grenades without min. range? (before I request with full heart to patch) and still don't have the suppression range nerf if suppressed? Which HMG throws nades now? In: COH2 Balance |
Thread: (H)MG34 7 Apr 2020, 21:38 PM
Oh yes.... that massive 1,8 DPS at long range against green cover, so dangerous! So bold! Playing a game clearly doesn't make you have a slightest clue about what you're talking about. ![]() In: COH2 Balance |
Thread: (H)MG34 7 Apr 2020, 21:30 PM
HMG34 is a nice weapon. It doesn't needs changes. Better learn how cover works and realize that HMGs and any other small arms unit above range 10 does pitiful damage against green cover. In: COH2 Balance |
Thread: OKW Tiger?7 Apr 2020, 20:51 PM
And that's why tiger 1 is having ability removed and AoE nerfed. Because KT is not worth it, you've nailed it. In: COH2 Gameplay |
Thread: (H)MG34 7 Apr 2020, 20:10 PM
I believe situation like that is called "intended positional counter to HMG" as it would need to have overpowered damage to threaten any infantry squad in green cover that's able to shoot back. In: COH2 Balance |
Thread: OKW Tiger?7 Apr 2020, 12:05 PM
You need to be a bit more specific, because OKW got 2 tigers. In: COH2 Gameplay |
Thread: Ram + Offmap combo needs to be nerfed7 Apr 2020, 11:39 AM
I'm fine with IL-2 bombing run as its significantly more costly and arrives slower, making it useful only against super heavies and only on smaller maps. Ram+bombing was never an issue and there was never any kind of large scale complains about it because of the costs and time involved. Its literally just the rocket strike that's too effective. Only alternative is, if the ability as you(rightfully) point out, is one a unit can live without, then just replace it with something that would be useful in the context of the unit, but ram itself, once it no longer was 100% immobilization with gun destroyed on opponent, was never an issue these last 5 years, it only "became an issue" because of one, single ability. To me, natural and logical course of action is to address the ability that's causing the issue, not the one that, clearly, wasn't complained about last half a decade. T34 itself is much better tank then it was back then, sacrificing it is no longer no brainer and soviets aren't exactly the muni floating faction they were years ago. In: COH2 Balance |
Thread: Ram + Offmap combo needs to be nerfed7 Apr 2020, 11:16 AM
At the time, T34 was also even cheaper then it is now, below 300mp and at 80 fuel. Its already too expensive to use it against mediums in situations other then certain loss. Why do you want to nerf already extremely underused and niche ability, because it has too good synergy with off-map that instead could lose potency and cost instead is beyond my comprehension. Using it already costs you a tank, unless you're in really favorable position to recover it and you rarely are if you need to use it, paying additional cost to lose a tank doesn't seem like a sane solution at all to me and your solution makes ram even worse of a choice in situation where you don't have that one or two doctrines with offmaps to support it. Therefore, as I have said, the ram should NOT disable T34 if it was to cost anything or, if it penetrates, it should disable opposing tank the same way it disables T34. If offmap is too strong with it, again, reduce potency and cost of the offmap in question, don't break the ability for ALL of situations just because of one. In: COH2 Balance |
|
|
|
78 | ||
|
|
|
9 |
cblanco ★
보드카 중대
VonManteuffel
Heartless Jäger