of course, the best allied support weapons are the one stolen from the axis.
I still remember year one ost players whining that HMG42 is bad, because soviets might get it and then its game over.
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: Mgs late game6 May 2018, 16:22 PM
I still remember year one ost players whining that HMG42 is bad, because soviets might get it and then its game over. In: COH2 Balance |
Thread: State of USF artillery6 May 2018, 16:17 PM
And late tech indirect fire is the only similarity here. Its a regular mortar on a light tank. It supports a playstyle that does not exist and fills a niche that is not needed and overlaps with 2 much cheaper and comparatively performing units that come way earlier. I'm not comparing. I'm saying non-doc rocket arty is what they lack, but they make up for it with a variety of other indirect fire. Non doctrinally? Not really. PACK howi is a meme since forever. Mortar is going to be idnetical to MEME howi and will make scott even more irrelevant then it already is. USF do not need 3 different mortars with escalating exponentially cost, but no benefits to that. The moment USF got T0 mortar and scott had its direct fire removed it lost all relevance. The moment USF got T0 mortat PACK howi lost its relevance. Major arty is more of a gimmick then a viable option because of low range and inability to use it without LOS. USF do have options, but what of it if these options are all bad. At least doctrinally it looks a bit better. In: COH2 Balance |
Thread: small tech change to OKW to fix their healing problem6 May 2018, 16:05 PM
There is a medical truck in game as a tech structure for OKW. It makes completely no sense to bound medics to any other structure they have. In: COH2 Balance |
Thread: small tech change to OKW to fix their healing problem6 May 2018, 15:47 PM
And next patch on, its not. I would much rather preffer them removing crates altogether and moving medics to T0. Oh I'm sure you would. Still not going to happen. In: COH2 Balance |
Thread: State of USF artillery6 May 2018, 14:56 PM
USF's indirect does its job. I'd say its main problem is redundancy rather than balance: the Scott serves the same role as the Mortar HT and the Pack Howitzer overlaps hard with the mortar. Scott used to be unique, but since no faction can have nothing that would be even remotely unique, that uniqueness in form of direct fire was stripped. Same fate met ISG. In: COH2 Balance |
Thread: State of USF artillery6 May 2018, 14:31 PM
USF arty looks fine at the moment. Are you really comparing completely regular, mobile mortar to squad nuking rocket arty of other factions? You for real? What's the next silly statement? In: COH2 Balance |
Thread: small tech change to OKW to fix their healing problem5 May 2018, 22:52 PM
You could always reverse how the trucks work: make them have medics/repair pios by default and lock the units behind the upgrade. And then you'll end up with extremely early rush of shock units or massively inflated tech costs. Sorry, but with how medkits work OKW does not have any healing problem. They have one of the most accessible healing, only faction that have it easier are brits. In: COH2 Balance |
Thread: Mgs late game4 May 2018, 15:19 PM
TBH if HMG is at max bet, I wouldn't really mind it suppressing quickly, regardless of its HMG34 or dshk as they did not got that vet quickly and its well advanced mid if not early late game, so counters should be plentiful on field. In: COH2 Balance |
Thread: a genera question about 1vs1 4 May 2018, 10:18 AM
Attack move using reverse button on turretless TDs. In: COH2 Gameplay |
Thread: Jackson doesn't prioritize vehicles after recrewing4 May 2018, 10:16 AM
If you mean the icon needs to be turned on again, it was always like that, abandoned vehicle obviously loses all orders it got pre abandonment. In: COH2 Bugs |
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