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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: [USF] Live And Learn +%10 faster vet bulletins stack14 Jan 2016, 08:01 AM
If your opponent have vet3 anything at 7 minute, you might want not to feed so hard. In: COH2 Bugs |
Thread: Sight range of Wehrmacht MG bunker13 Jan 2016, 22:08 PM
I'm gonna ask: wasn't there a patch on which they removed the extra sight from bunkers ? Yep, it greatly lowered the sight on unupgraded bunker/FPs and I also remember MG bunker NOT being able to see further then it shoots, so its likely a ninja. No wonder it wasn't noticed up until now, given popularity of bunker building. In: COH2 Balance |
Thread: Sight range of Wehrmacht MG bunker13 Jan 2016, 16:51 PM
fighting positions can be used by infantry to launch rifle grenades can bunker do that? and also im pretty sure the fighting positions also has higher damage? Can fighting position heal troops around? Can fighting position reinforce troops? We're talking about MGs, they should have the same sight range, there isn't single balance reason why it should be otherwise. In: COH2 Balance |
Thread: Sight range of Wehrmacht MG bunker13 Jan 2016, 16:09 PM
Yep, that is definitely way too much for bunker in comparison to FP. "bat keteetuff! bankur coasts moar!" And doesn't suffer damage from small arms. In: COH2 Balance |
Thread: Wehr winning all 3 games in ESL EU Finals.13 Jan 2016, 15:23 PM
I think the way that COH2 handles map vision is a big design problem. You have these "maphack" commander abilities (radio intercept), the occasional maphack unit (OKW searchlight HT), you have these long plane flyovers that loiter forever and give practically 100% map vision, you have these unit abilities (vet T-70, axis spotting scopes) that give huge map vision, and you don't really have any dedicated scouting units. Of all of these, I like the T-70 the best, because at least there is some skill required to get it some vet and move it around to scout effectively. You mean, like pathfinders and their rally beacons? ![]() In: COH2 Balance |
Thread: USF light vehicle abuse disheartening new/average players13 Jan 2016, 13:33 PM
@Bulgakov Compare tech prices, compare unit rosters and timings, compare doctrinal support, upgrades, side upgrades. Pretty much everything on wehr side SCREAMS that the army is supposed to start slow and pick hardcounters in response to opponent while gathering its momentum for late game. Moreover, this is the same design wehr had in coh1, only different units in different tiers, army flow is to respond on the situation, not dictate it in an equal game and that is what we've seen most recently on ESL. And speaking of bias, wehr does have shrecks and fausts, who do brits have? AEC, PIATs and tears on luchs. I've seen many games where luchs lasted until the end of the game, I don't remember last time when I've seen vet3 T70 or stuart. But please, do more void vacuum comparisons without taking into account the rest of the army and the units it can field, thats always helpful for balance discussions. In: COH2 Balance |
Thread: USF light vehicle abuse disheartening new/average players13 Jan 2016, 13:10 PM
Does force a wehr player to always go tier 2 for AT guns since there is always a early gsme rush from USF or SU.. that's the part I don't like is how wehr is always responding to the actions. But I guess that's how it's supposed to be. Got used to it now.. Wehr have wide selection of units in each tier to counter everything specifically to respond to allied player, unless you dominate, you're not really supposed to dictate pace of the game as wehr, unless you use sniper or play vs brits. In: COH2 Balance |
Thread: Wehr winning all 3 games in ESL EU Finals.13 Jan 2016, 11:36 AM
Yes, the math. 1/0,8=1,25 which means the aura translates roughly to 25% more effective health. Grens for example need 7 hits from cons per model with the aura instead of usual 5, if it was 20% effective health increase, they would die with the 6th shot. In: COH2 Balance |
Thread: Wehr winning all 3 games in ESL EU Finals.13 Jan 2016, 10:40 AM
I agree +20% health for all units doesnt seem right Its actually +25% effective health. In: COH2 Balance |
Thread: Balance Forum - What happened?13 Jan 2016, 08:48 AM
snip There was no mirror matching in CoH1. There were players who were stuck with just a single faction, but it was strat forum that was full, not balance forum. Then, there was DoW2, with mirror matching and SM players being a little too attached to their army(if they had a chance, they would wear that power armor themselves and smite players playing different armies with their righteous fury). What have changed in addition to the years passed and new player generation getting their hands on coh2? In: COH2 Balance |
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