You'll have to forgive me, I'm going off year old information from memory. Have Grenadiers or Panzergrenadiers DPS changed since then?
PGs are inferior to grens at long range ever since first vet revamp almost 3 years ago.
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: Volks /grens23 Jun 2016, 22:08 PM
PGs are inferior to grens at long range ever since first vet revamp almost 3 years ago. In: COH2 Balance |
Thread: Patch 23 June results23 Jun 2016, 22:06 PM
Developer Comments: We felt the reload on the main gun was hurting the unit's performance and the Tulip Rocket ability's role was redundant with the tank's main gun. To compensate for this we have reduced the reload time on the main gun and changed the role of the Tulip Rocket to be a temporary snare. Reload from 10 seconds to 8. Tulip Rockets now deal 120 damage from 240. Tulips now cause a blind critical on penetration and stuns the tank for 2.5 seconds. (Vehicle LOS reduced to 0 for 8 seconds) Tulip Rocket ability cost from 100 to 80. Tulip Recharge time from 120 to 80. Read patch notes? Pupchen still lose from the front to m4 heat shell And Zis loses to panther frontally. Single AT gun will never 100% hardcounter tanks, you should know that by now. In: COH2 Balance |
Thread: Volks /grens23 Jun 2016, 21:33 PM
7,4 is greater then 9,4 how exactly? Because that is DPS of PGs and grens with no upgrades. In: COH2 Balance |
Thread: Firefly Tulip Stun23 Jun 2016, 20:58 PM
Tested on CheatMod, You preferred when it just one shotted tank? Seriously lelic? "Quality of life"? A stun ability without counter-play? Why did you remove StuG stun in the first place then? Because stug arrives much earlier, have much more DPS and costs almost half the fuel and its stun shot is NOT a skill shot that consumes 100 muni after first paying muni for upgrade itself? In: COH2 Balance |
Thread: June 23 Hotfix23 Jun 2016, 18:22 PM
Oh crap its out now ![]() In: Lobby |
Thread: June 23 Hotfix23 Jun 2016, 18:19 PM
Bug Fix Fixed a bug that made Volksgrenadier's Panzerfaust ability disappear when they hit VET 4 Fixed a bug where VET 4 and VET 5 didn’t exist on the LEFH 18 Fixed a bug that caused unintended behaviour to units when hit by Stun grenades Fixed a bug where the modifiers from the combined arms ability was overwriting other modifiers Fixed a bug where the auto-fire range on the USF 81mm mortar was more than the barrage. Fixed a bug where some veterancy bonuses on the USF 81mm mortar wasn’t applying to the barrage and smoke barrage abilities. Fixed a bug where Sturmpioneers could get all upgrades when multiple upgrades were queued. Fixed a bug where the USF AT Gun Vet 1 ability had a initial delay before the ability would be active; Initial delay removed. Fixed a bug where some grenades that didn't get the 33% range reduction when the squad is suppressed. Fixed a bug where some vehicles were still stunning the JagdTiger. Removed all deflection stun criticals from all weapons. Removed the random abandon critical from SturmTiger that could happen during reload. Fixed a few help text issues Fixed a bug where Volksgrenadiers could pick up a weapon and then upgrade to get 2 more STG44s In: Lobby |
Thread: Cromwell Centaur AA Tank little bit OP?23 Jun 2016, 18:16 PM
It was fine for the past 6 months, its still fine now. In: COH2 Balance |
Thread: OKW armors cost should be reverted23 Jun 2016, 16:27 PM
If you survive without bofors or AEC or at least one of HQ upgrades you mean? In: COH2 Balance |
Thread: OKW armors cost should be reverted23 Jun 2016, 14:51 PM
I'm getting worked up over ignorance and stupidity of certain posters, insults directed at me, well, I don't give a shit(no one really should), but ignorance and stupidity...
Believe me, we are. I have a very blunt way of posting, I'm not half as angry as I seem. Its the forums that bring out my intolerant inner kluge as well as the tone of someone addressing me will be reflected in my reply. You can be most clueless, fanboying nublet around, but as long as you're not going personal and aren't completely ignorant, neither will I. p.s. yeah, 10 range is very significant, you'd actually know that, if you've seen the gui, the map and the units themself outside of the imaginery forum/number margins. So is the 50% longer reload. If StuG can close this gap, which he will if SU is on spotting, then SU won't stand a chance. Just because unit of same role is cheaper, does not mean it won't perform well as a counter to the more expensive and potentially stronger unit. The only TD that actually might beat StuG on allied side is the USF one and exclusively due to mobility. In slugfests, StuG beats them all. RoF>penetration more often then you thing, for this reason we had panthers losing(sometimes) to old SU-85 in slugfest. Hell, certain top 50 player lost multiple SU-85s to StuGs last night during a single game, because the range advantage isn't really as significant as people think it is and RoF difference is much more influential on this MU. In: COH2 Balance |
Thread: OKW armors cost should be reverted23 Jun 2016, 13:43 PM
Why you think so? Resources penalties are back in the game now? ![]() You can pump the armor exactly as fast as you could before the patch, December proved that without that extra 25 fuel OKW armor rushes are op. Now, you have actual CHOICE, you either rush for med armor or progress more slowly and steadily, with side upgrades, like UKF for example. In: COH2 Balance |
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