1) If you like space ships.
2) There is some freedom to customize your fleet and losing ships is actually punishing as you can't use them during next game. Gameplay, well, its different.
3) Apples vs oranges. Trying for some time or playing one evening this one evening that, probably. Switching? Only if you completely and utterly hate coh and can't stand playing it, otherwise-not.
Also:
https://www.coh2.org/forum/44/other-games
Profile of Katitof
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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: anyone here play "battlefleet gothic armada" ?16 Mar 2016, 13:14 PM
In: Lobby |
Thread: Double maxim spam.16 Mar 2016, 13:09 PM
I find it curious that the Maxim boasts the same wide firing arc of its counterparts when garrisoned in a building while it's so narrow in the field. That combined with its high suppression and large squad size can make the Maxim very difficult to remove from hardened buildings. Might narrowing the Maxim's firing arc when garrisoned (maybe not to the same value as in the field, but substantially lower than it is now) be a sufficient nerf? Why wouldn't it? If it didn't, it would be impossible to utilize garrisons with it. And removing it from building isn't any harder then any other HMG, 1 inc nade, few mortar/isg shots, 4 flamer bursts, exactly as much as any other HMG needs. Only using sniper makes a difference. In: COH2 Balance |
Thread: M-42 vs other light AT.16 Mar 2016, 13:04 PM
They really should just make the damn thing basically a slower firing, longer range T70 cannon. That wouldn't even be historically inaccurate as it was used versus infantry as well, had special shells for that. In: COH2 Balance |
Thread: M-42 vs other light AT.16 Mar 2016, 12:59 PM
how long does it take for a zis to kill a 222? About 5-6 seconds. the m-42 is crap, but it make sense for a mg to be able to murder vehicle faster if you can penetration it. Yeah, but the problem starts when that AT gun can't kill its intended targets in a reasonable time, arrives too late to be relevant(you can go T1 and T2 before 2CP) and getting 2 of them is much more expensive mp and pop cap-wise then just getting proper, stock ATG. In: COH2 Balance |
Thread: M-42 vs other light AT.16 Mar 2016, 12:47 PM
Or just replace it with guards. If there needs to be light AT, make it useful by replacing it with something that works at least. In: COH2 Balance |
Thread: Cruzz's The More You Know16 Mar 2016, 11:35 AM
But ninjas are not a sign of support, but incompetence of QA and patch transparency. In: COH2 Gameplay |
Thread: Airborne and Pathfinders lower CP ?16 Mar 2016, 11:35 AM
But jagers doesnt have camo from the start, but they come out of buildings, something i cant trule understand in terms of manpower add, because partisans being performing as his price like a normal call in unit. Aswell you forget that Jagers are more for harass on the back lines than actually scouts, since his skills are made for: take out the mortar--->recicle it, cap the cut off------>Booby trap it. Pathfinders are more focushed on:get them to a good spoot for an eagle nest and then camo in some point to give LoS. Maybe they could use a slighly cost decrease, but i never found the situation were i had a 1vs1 grenadiers/pathfinders, even more now that everyone goes calliope/persing Lack of camo from the start is irrelevant. USF have nothing that would allow that camo potential to be used, pathfinders don't have any kind of camo ambush bonus and don't need to close in on anything, they have the camo "just because" as I don't see any tactical reason it would give any kind of advantage for them, they can't be used as self reliant squad and rifles can't camo, USF doesn't have any indirect weapons which would use the sight, they camo just like sov snipers, so you can't even scout stealthy. I'm not saying the camo is useless, but it definitely doesn't have any purpose. Recon pathfinders at least can call-in arty. Bottom line is, JLI have a clear role and perform for the cost while pathfinders are more expensive, 4 men rifles with potentially better long range dps. In: COH2 Balance |
Thread: Double maxim spam.16 Mar 2016, 11:28 AM
Actually, you'll have about 1 more squad then maxims if we want to be specific. Both axis factions get bonus menpower at start and building SU T2 costs more then Ost T1 in terms of mp. Its not fun to play against, its not fun to play with it either, relic is aware though and there won't be maxim nerfs without other core units buffs, so just wait for a proper balance patch and see what happens. I can't really see any kind of nerf other then price increase that would not destroy the weapon completely though. Maxim to 260, MG42 to 280 as it should be(sorry fanboys, it might lose to vickers in garrison slugfest, but its not worse then vickers in any way). In: COH2 Balance |
Thread: HELP! what to do against CT?16 Mar 2016, 10:39 AM
BOYS AT rifle does almost nothing to anything bigger then Luchs. PIAT deals 80 dmg on deflection, 120 on penetration, it has fairly high penetration and range, KT is big and slow tank which means PIATs are actually able to hit it. Basically, PIATs are made to counter units like that. In: COH2 Balance |
Thread: HELP! what to do against CT?16 Mar 2016, 10:10 AM
CT=command tank. KT=king tiger. You speak of KT. You'd be prepared, you'd have 2 6 pounders, you'd be unprepared, 2x REs with 2 PIATs each may not be the most efficient counter, but they'll keep KT in check if you make it focus on churchill. KT, JT and ele are three units the PIAT is actually useful against. In: COH2 Balance |
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