Nice, give me the source. i mean it, your approval of my or his number means nothing.
Read damn patch notes.
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: Usf Rifle Company14 Jan 2019, 13:04 PM
Nice, give me the source. i mean it, your approval of my or his number means nothing. Read damn patch notes. In: COH2 Gameplay |
Thread: Usf Rifle Company14 Jan 2019, 12:57 PM
kinda funny. the only thing saying sth about 720 is a old stat page and its the hp for the bulldozer I wouldn't use a site that was last updated 3 years ago as a source for anything. In: COH2 Gameplay |
Thread: Usf Rifle Company14 Jan 2019, 12:25 PM
The Easy Eight has more armor (front and rear) better pen over all distances and less scatter ???? 76mm APCR got much more pen then E8 at any distance. In: COH2 Gameplay |
Thread: The Overwatch Problem14 Jan 2019, 09:18 AM
(psst, it doesn't work if your steam profile is set to private) In: COH2 Balance |
Thread: Sturmtiger damage bug13 Jan 2019, 20:42 PM
Different AoE modifiers for friendlies and foes? When it was nerfed against opponents, it was unchanged vs allies, because you know, you're not really supposed to shoot at allies. In: COH2 Bugs |
Thread: The Overwatch Problem13 Jan 2019, 16:19 PM
That's what? 800+ menpower just sitting there on a mortar? How is that brit securing flanks when you have 3 to 5 more units due to axis inf being both, much cheaper and you having said 800+ mp in mobile force. Are you talking about 3v3 and 4v4? Because most certainly not 1v1 or 2v2. In: COH2 Balance |
Thread: Suggestion for "fixing" soviet infantry.12 Jan 2019, 10:18 AM
1) Don't overthink it, penals are "elite"-ish infantry, because relic thought it was an interesting unit, also they were NOT suicide troops by any means, they simply were given toughest to impossible odds missions, so they were actually motivated more then regular troops to fulfill their duty and come back alife, their gear for the more tough missions was also better, therefore SVT representation. 2)Lack of AI upgrade for cons is the only reason why they are avoided, they work perfectly fine with PPSH, but the fact that they need a doctrine to function on pair with other mainline infantries is a solid proof that locking that AI upgrade behind doctrine was a horrible choice and some kind of mid-late game AI upgrade on pair with weapon upgrades of other factions is the only way con problem can be solved. Too bad relic is in denial about it and some people pretending cons are fine without stock weapon upgrade/scaling mechanic(because higher vet clearly does NOT work as proven by no one using cons). 3)Switching units serves no purpose and solves nothing, because now you have differently named mainline T0 infantry with exact same problems(actually even more, because they are now even more useless then cons for the same price), you're fixing semantics, not problem. Increasing upkeep and bleed for shit squad adds more problems as well. In: COH2 Balance |
Thread: Dropping mp price on the maxim and the soviet mortar.12 Jan 2019, 08:24 AM
Change the arc back to what it originally wise, and lower the cost 10mp. It’s still so ridiculous on so many maps, especially since they are so damned hard to kill, unlike the MG42 which almost always dies on retreat if they catch a Moloto or have 2 models or fewer left.. You spelled maxim, volks flame nade, maxim death loop and 5 models wrong. I wouldn’t say anything else needs changing, the problem is OKW has problems getting around multiple maxims to toss a nade whereas Ostheer can rifle nade while suppressed. Can really not see why anyone thinks they need to be cheaper unless slightly nerfed, Soviet has no problem ever with manpower. Alternatively, you could raise the cost of the Zis so light vehicles are more of a problem for them. I honestly can't see how nerfing it even more with irrelevant cost decrease would affect anything but last 2 players trying to actually use the damn thing. In: COH2 Balance |
Thread: What makes brits emplacment to a building?11 Jan 2019, 11:43 AM
I loled after i realizes that even the flak emplcemnt from OKW is in the statistics! And it cant get attack ground, have no vet and is definitly a building... when this building can be in stastistic...why not brits "buildings"? Because brit emplacements do not shit units out of them? In: COH2 Gameplay |
Thread: OKW overhaul discussion10 Jan 2019, 15:00 PM
Added another suggestion - Sturmpioneer anti-building demo charge - to the list, to give OKW a chance to fight FHQs in team games as they currently stand little to no chance to counter those. Walking stuka levels buildings fast. In: COH2 Balance |
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