can we buff falls and obers already...????
We did back in december.
Now go back to the pit of tears.
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: Relic: Week 1 Update to the Balance Mod6 May 2016, 15:07 PM
can we buff falls and obers already...???? We did back in december. Now go back to the pit of tears. In: Lobby |
Thread: Relic: Week 1 Update to the Balance Mod6 May 2016, 14:52 PM
ummmm can we reduce sturmipios popap from 9 to 7..???? And why would we? They have TOO MUCH UTILITY to cost less ![]() In: Lobby |
Thread: Bazookas6 May 2016, 13:13 PM
So Luvnest is a 3 digit player because he is level 2hundert something with some random dude Yes, because Luvnest is CLEARLY mainly team game player. ![]() In: COH2 Balance |
Thread: Bazookas6 May 2016, 13:03 PM
4 digit rank? Katitof you need to learn how to count past 3 I'm judging players skill by their worst, not their best ![]() You can have a couple of lucky games where your opponent was just potato, but your worst rank tells more story as you obviously aren't that lucky there, so its all on your own ability ![]() In: COH2 Balance |
Thread: Bazookas6 May 2016, 12:48 PM
i didnt yolo a lone tiger, i advanced with the most heavy vehicle as spearhead in front of the support. should i rather advance with my panzerwerfer at front?? yes, the 222 is nice, but on duüsseldorf? you just said that zooks are effective against light vehicles! do you really believe i should build a 222 on a city map against a zook+bar blob?? Gee, if only 222 had actually bigger sight range then tiger, maybe then it was possible to drive it behind it and still see further? Damn, too bad that none of the tiger doctrines have recon planes, this sounds like a useful thing. Or if maybe wehr had an infantry unit with increased sight range that could be moved next to tiger, hell, this unit could maybe even repair it ![]() Or if any of the above proved to be a too much micro tax for a quality of player who plays against non valid 5 rifle blobs and can't overcome them it'd be great if the map could be veto'd or something. except if you are wehrmacht on a city map and they have 5 rifleman with zooks and some bars at high vet, you cant just a-move over their blob. Make up your mind. Is there enough zooks to actually threaten the tiger or are there 5(yeah, because anyone sane or better then 4 digit rank gets 5 nfBarton rifles with mixed setup? You can't really have both.do you really believe that a !small! penetration nerf is unjust? it would not matter that much vs mediums, only against heavies Yes. Believe it or not, but not all units are equally viable on all maps. As mad as it may sound to you-there are maps where getting a tiger is not the smartest choice *gasp!* e: Yeah, so I've checked your pc after writing this post, its pretty much what I've written, L2P issue for 4 digit rank player. Come on people! If you have 4 digit rank and struggle to get over 50% WL ratio, the balance is NOT your problem, YOU are. In: COH2 Balance |
Thread: Relic: Week 1 Update to the Balance Mod6 May 2016, 10:48 AM
Penals will be better without it, they were too squishy to actually make best use of ppsh. In: Lobby |
Thread: Bazookas6 May 2016, 10:47 AM
Everything does fine vs lights and you can feel the inferiority to shrecks vs medium. 2 zooks are effective vs lights, but won't get you anywhere against meds or better. do you know what the sightrange of the tiger is? i cannot find it on coh2 stats. but i doubt it is as much as his range. additionally, on some maps, mostly city maps, you may not be able to be at 45 range all the time. (one particular game where i felt that the zooks pen was a tad too high was on düsseldorf) Well, you shouldn't YOLO a lone tiger anyway, plus with how cheap and how durable 222 is, sight range should never be an issue for ost player. this would not be a major nerf in the performance against lights and mediums, but it would act a little more like the zook in vcoh Vcoh had recoilless rifles as well. In CoH2 we have just zooks, but they have more balanced performance(pretty much middle ground between vcoh zooks and RRs). Still, the only situation where zooks are really dangerous is if there is like 8 of them, but in that case you can just a-move your infantry over his zooks. In: COH2 Balance |
Thread: Please give OKW the 'destroy cover' ability6 May 2016, 07:13 AM
You can just crush light cover with the trucks anyway and there is barely any heavy cover obscuring truck placing. In: COH2 Balance |
Thread: balance preview; KV1 still lumbering behind the rest6 May 2016, 07:09 AM
KV-1 will always be medicore at best if it keeps using 76mm gun and flanking tank vet while it clearly can't flank itself. Vet needs a rework and MGs need the same love T34/76 got. It was kind of ignored before, because we were focused on making stock unit work first, but now we could take a look at this one as well, after all it shares pretty much all the same problems plus inadequate vet. In: COH2 Balance |
Thread: Relic: Week 1 Update to the Balance Mod5 May 2016, 19:46 PM
I really hope that the Sturmpioneer upgrade is a double-Panzerschreck upgrade. Its not like OKW doesn't have suppression now to counter it and penals don't have smoke or AT nades. In: Lobby |
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