Its great, especially when you don't have a numpad or side mouse buttons

?
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: Hot-Key for Tactical Map [0]28 Mar 2016, 13:33 PM
Its great, especially when you don't have a numpad or side mouse buttons ![]() ? In: COH2 Gameplay |
Thread: Hot-Key for Tactical Map [0]28 Mar 2016, 08:39 AM
If you have proper gaming mouse you can just use its software to map any keyboard key to mouse additional buttons for example. If you have budget mouse, but still have side buttons, programs like x-mouse button control are what you're looking for. In: COH2 Gameplay |
Thread: Ostheer in a bad spot ? 28 Mar 2016, 07:56 AM
Not really. One is faster and slightly more accurate, other is better armored, reloads slightly faster and have advantage in MGs and vet. If anything, they are comparable with slight advantage to P4. In: COH2 Balance |
Thread: Hot-Key for Tactical Map [0]28 Mar 2016, 07:52 AM
Assuming you don't use ancient technology as your hardware, you can do what everyone sane did and map the key to one of mouse side keys. It really helps a lot. In: COH2 Gameplay |
Thread: Ostheer in a bad spot ? 27 Mar 2016, 16:51 PM
Ostwind doesn't really have 50% deflection damage, penetration enough to damage all meds reliably and it doesn't stun vehicles. Its overpriced by ~30 fuel really, otherwise, stat-wise its really good. In: COH2 Balance |
Thread: Royal Artillery + Sexton Balance25 Mar 2016, 16:33 PM
With regards to the Sexton Artilley... go and test this thing on Vet3! Because I kid you not, it has NO reload time. Hard to get there though Cooldown is 90sec by default, it fires 5 shots per barrage and at vet2 gets standard arty -40% cooldown. To feel like it has no cooldown, it would have to fire 1 shot every 10 seconds, so I wouldn't be so sure about that ![]() Vet3 is standard range buff. It also doesn't get +2 shells static arty gets and even priest fires 7 shots on same cooldown, but with much better range and AoE. In: COH2 Balance |
Thread: Idea for Penals24 Mar 2016, 20:18 PM
Maybe give penal troops demo charges instead of combat engineers. Would instantly give the Penals more value while at the same time making the game a lot less tedious for axis. Awesome idea! For same reason, lets give obers shrecks, some people complain that obers are not used enough. ![]() Pgrens could use some love too, I think we should take away LMG from grens and give it to them instead, nothing can go wrong with that! You don't make unit useful, by butchering another unit. In: COH2 Balance |
Thread: Idea for Penals24 Mar 2016, 18:21 PM
Penal don't need double far DPS. They are designed mid to close and since they are using flamers will move to range 20 to fight or will lose the DPS of member due to flamer. They do need to have different veterancy bonuses and abilities. And volks don't need the buff they got, because they are designed as cappers and AT squad who is supposed to have weak AI ![]() Go away from threads about units you have no slightest clue about. A whole LOT of units had some design, in which they have failed miserably or overlaped with another squads and they were changed. Penals are no exception here. Again, STOP talking about factions and units you know noting about, don't you have some axis defending to do somewhere? In: COH2 Balance |
Thread: Idea for Penals24 Mar 2016, 16:15 PM
Long range DPS from 4 to 8. Done, unit fixed. Nothing more is needed, no big changes, no new abilities, no vet changes. Just this simple change gives them new utility without impacting their intended role of mid range squad. Basically makes them Rifles who don't scale as well, but work in contrast of soviet army. @Aus Not really, they'd synergise with cons well, they'd be usable from long range and wouldn't have to pretty much always commit to running YOLO to get into range where they actually do anything, they also deal 8 dmg, so they are not bursty at all and most importantly, they would not overlap with cons and CEs. In: COH2 Balance |
Thread: Walking Stuka often fires into nearby trees24 Mar 2016, 10:27 AM
the part i hate is at certain map some location, UKF mortar pits or SU LefH or any art (not SU or OH rocket HT) can fire out though the trees no problem. while your stuka barrage will be blocked by trees or ruins next to them. This goes for ALL indirect fire unit placed too close to shot blockers. Mortars and arty are not exceptions here, that is why players don't put them right next to the tree lines, but if you have driven up stuka there and fired, 100% your fault. Actually, its pretty much 100% players fault every single time when you hit shot blockers on indirect fire unit that is MOBILE. In: COH2 Bugs |
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