Heavies are still most powerful singular tanks on the field, why would anyone want to make them even stronger?
In case OP can't tell implications:
-further limits doctrine choices, because you need to go heavy or go home
-limits BOs and strats, because its too crippling not to go heavy
-stale, predictable meta
So no, buffing heavies is not a good idea, these were not space tech, nuke absorbing chaos machines, these were heavier tanks.
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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.
Post History of Katitof
Thread: Should Heavy Tanks Be Buffed? 12 Apr 2016, 07:33 AM
In: COH2 Gameplay |
Thread: Light Vehicles need some adjustments11 Apr 2016, 17:22 PM
Not rly, okw units who got cost increase are just plain better and/or arrive much faster then ost counterparts, that alone makes them worth more. In: COH2 Balance |
Thread: Wipe fai-safe mechanic11 Apr 2016, 16:49 PM
Its actually one of biggest EU publishers with titles that pretty much everyone heard about, but thanks for care ![]() PS: I love kids who call themselves "balance designers" and "game developers" because they can open up Unity3D. Beats hot air breathers, who believe their opinion is valid if they repeat it often and loud enough ![]() In: COH2 Balance |
Thread: Is it too late to get into this game?11 Apr 2016, 16:37 PM
I didn't got it at release, but some time after, right now it has all of that+pretty good replay player with all you need to actually cast games, improved balance, free expansion with 1 new unit for every army that actually is unique and fun in role and use and whole new army for 28 euro permanently right now. GG suffered same problems as CoH2, except it wasn't an established IP and lack of marketing wasn't really a plus either and still isn't. Right now? The game is really fun RTS for people who weren't born as koreans and doesn't force you to melt your brain on managing builder units. In: Lobby |
Thread: Are grenadiers worth their 30 MP reinforce cost?11 Apr 2016, 16:33 PM
Ironically, I've used territory cap as a last resort to seal the game once, it was with KV-2 ![]() In: COH2 Balance |
Thread: Are grenadiers worth their 30 MP reinforce cost?11 Apr 2016, 15:11 PM
The problem is same as tripwire flare. Its on EVERY SINGLE GARDENING INFANTRY WITHIN THE FACTION /shoutoff. Repeated vet1 abilities make the units and in turn, the whole faction feel bland and lazy in design. Relic took the lesson and new armies have fun and unique vet1, but they never bothered to fix old ones, so we still have healing PGs, capping IS-2s and infantry tracking tank destroyers(relic should have a dedicated meth lab working for them exclusively to come up with THAT vet for tank destroyers and AT guns). In: COH2 Balance |
Thread: Wipe fai-safe mechanic11 Apr 2016, 13:34 PM
It is possible, there is value dedicating squad spacing. For whatever reason however, relic never fixed that, so we have 2-4 squads who move in perfect formation and nice spread and remaining ones moving around like drunk partisans. In: COH2 Balance |
Thread: Reduce Braces Effect/ Mortar Pits less accurate11 Apr 2016, 13:07 PM
Wtf is it about brace being retreat? Because they can't be suppressed, can't turn around instantly, therefore they aren't infantry squads mechanically-these heavy weapons are closer to actual vehicles then to infantry. They just die to infantry. Why don't all factions defensive bunkers, base bunkers, base buildings or own emplacement like the OKW Flak emplacement or Flak HQ have brace? Last time I've checked flak HQ had more then 800-1000hp, didn't costed any popcap, didn't received bonus damage from everything that isn't rifle. And you've forgot already last years med truck+schwerer+ double ISG cheeze? Why is there no brace for the UKF FRP if the 'retreat' is so vital? Good question actually, but likely not to make sim city too effective, so you can bleed brit that way(forward assembly is literally made out of chopsticks and paper). In: COH2 Balance |
Thread: Wipe fai-safe mechanic11 Apr 2016, 12:56 PM
You're unlucky. All 30 muni mines are the same, but tommies and paras have best formation patterns. In: COH2 Balance |
Thread: Reduce Braces Effect/ Mortar Pits less accurate11 Apr 2016, 12:54 PM
Because flanking the center of any map but one or two is hard. ![]() In: COH2 Balance |
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