That is correct, hence why I am fully for buffing the allied factions by reducing their squad size to 4, and nerfing the axis factions by increasing their squad sizes to 6.
You missed the point like old IS-2 missed infantry.
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: Winter balance mod 2020 V1.324 Mar 2020, 20:53 PM
You missed the point like old IS-2 missed infantry. In: COH2 Balance |
Thread: Intel bulletins24 Mar 2020, 20:50 PM
At the end of the day, the bulletin system was a failed experiment which it's objective was to artificially increase the amount of random low value things which could be dropped in a lootbox system. But... bulletins existed waaaay before loot drops appeared and you unlocked them through achievements. Also, they pretty much nailed "bulletins" in DoW3, one of few things DoW3 did right.... I mean functionality, not balance. In: COH2 Balance |
Thread: New Commander concepts.24 Mar 2020, 14:03 PM
I really hope we get round 2 on community commanders: At this point, you might want to just switch factions instead of blurring last lines between them. I don't believe any new commanders would work with no ability to introduce new units, it would either be something useless thrown into the pile or some hardcore META always picked shit. Lets just hope for CoH3 silently. In: COH2 Gameplay |
Thread: ISU-152 HE shell range should be reduced?24 Mar 2020, 13:39 PM
We had this ISU for years now. Why is this a problem now? The 2 v 2 players are complaining because Grand offensive strategy of infantry spam only to wait for Tiger isn't working against it? Its because people completely ignore reasonable threads with actual arguments, but absolutely LOVE to drag for 20 pages threads created by angry noobs claiming ridiculous things without replay or even a description of game/situation. People love to REEEEEE and some people are just waiting for ability to complain about anything and everything and suddenly all of the units these noobs complain become "problematic" despite being perfectly fine, balanced meta units for years with no changes. In: COH2 Balance |
Thread: ISU-152 HE shell range should be reduced?24 Mar 2020, 13:23 PM
Last patch mention of ISU AP rounds specifically mentions removing deflection damage, 5 years ago. There is no further note mentioning anything about AP rounds or their pen. Care to post a patch note saying it was re-introduced? In: COH2 Balance |
Thread: ISU-152 HE shell range should be reduced?24 Mar 2020, 12:03 PM
what is difficult in balancing the isu152 is because ther is no other vehicle quite like it, closest id say is elephant because of the cost, timing, hp/armour etc. Actually, closest to ISU is KV-2, both are breakthrough, primarily AI defense line wreckers with average AT and very low RoF(KV-2 has low rof in tank mode). ISU can bounce off OKW P4 and that's a medium tank. Meanwhile there is no allied vehicle in game that Ele can bounce. AT performance is quite significant here. We could go KV-2 route with just 1 round, low pen and high deflection damage, but then again, why would you go ISU over cheaper and more reliable KV-2 that can do the same things ISU can, but fires almost twice as fast and more accurately in arty mode? In: COH2 Balance |
Thread: infantry balance24 Mar 2020, 11:17 AM
Not a single player agreed with you and there are some exceptional bads here who see everything as problematic, yet even them didn't agreed with you. In: COH2 Balance |
Thread: ISU-152 HE shell range should be reduced?24 Mar 2020, 11:14 AM
ISU HE rounds have 40 deflection damage. ISU AP rounds have 0 deflection damage. KV-2 has 50% deflection dmg. In: COH2 Balance |
Thread: infantry balance24 Mar 2020, 11:01 AM
You've just shouted how badly you need to learn to play with this statement here. In: COH2 Balance |
Thread: ISU-152 HE shell range should be reduced?24 Mar 2020, 10:58 AM
I find it odd that the doctrine that has probably a 70% pick rate in 3v3+ has people saying it's completely fine for either side. If the doctrine is causing issues, nerf it. In 100% of 4v4 RT games you have Ele and/or JT present. Does that mean doctrines with them need nerfs or they specifically need nerfs, because they are overrepresented there compared to other doctrines? Different doctrines work for different game modes and will have different pick rates across these game modes. It just means different game modes require different approaches. It doesn't mean everything that's popular always needs to be nerfed. In: COH2 Balance |
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