Its old.
So old that it hints back to OKW alpha where spios had shrecks.

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: Random bug or HINT on possible fix of Shreck Blob?28 Dec 2015, 21:10 PM
Its old. So old that it hints back to OKW alpha where spios had shrecks. In: COH2 Balance |
Thread: Heavy Assault Guns vs Fortifications28 Dec 2015, 19:43 PM
I have trouble expressing what I say? I plainly said to you that these units in coh2 are NOT designed to fight fortifications, because they don't exist in coh2 and YOU in the 1st line of your reply try to pull a strawman on me and on 2nd one completely derail the answer by assuming historical stuff in arcade RTS yet again, again WITHOUT providing a SINGLE balance or gameplay argument why anything should be changed. Then you go again, like a broken record, with your historical BS. Then for some reason you think you need T3 and T4 level units to kill fighting position or bunker. You don't even understand why brace is there in the first place, yet try to argue it. And every single unit in game capable of AT damage is effective bunker buster, which you completely and utterly ignore, keeping yourself fixated on these few units without any other reason then "because historically" which was proven again and again-doesn't apply in coh2 in the slightest. Think twice who isn't constructive and have trouble expressing himself here, please. In: COH2 Gameplay |
Thread: Blobbing28 Dec 2015, 19:19 PM
Calliope, brummbar, pwerfer, katy, KV-2, ISU, ST, croc. All factions have blob counters. Use them. If opponent is blobbing in early game, it means 70% of the map should be yours as he isn't able to keep up with capping. In: COH2 Balance |
Thread: Heavy Assault Guns vs Fortifications28 Dec 2015, 19:07 PM
And tell me why do you assume I'm talking about IRL design on arcade RTS games forum again? You've confused yourself the very moment you thought of anything in CoH2 gameplay as historically accurate. Let me reassure you, conscripts didn't oora charged into LMG grens just to stand 1 meter before them and shoot from there, missing 50% of shots. In: COH2 Gameplay |
Thread: Heavy Assault Guns vs Fortifications28 Dec 2015, 18:26 PM
Ok, have it your way then: These units are NOT designed to fight fortifications, because there are no real fortifications in coh2 bar three emplacements, 2 of them you can YOLO with shrecks head on. The units you mentioned are mostly stricktly infantry support units to scare off blobs of opponents infantry or wipe team weapon or two. You want these units to perform in the role that doesn't exist in CoH2, because fortifications are non valid as well as non existent across five factions. In regards to brace-that is exactly why it was designed this way, to sustain heavy alpha strike abilities like off maps or ST shot, it have plenty of negative modifiers to pop like a balloon vs right counters. In addition to that, ST and ISU obliterate campy players who prefer to sit on team weapons instead of attacking, remaining units you've mentioned are once again-simple infantry support to break through HMG line or disrupt blob of doom. Realism ends where balance starts, CoH2 is immerse, not realistic. Is that enough? In: COH2 Gameplay |
Thread: Heavy Assault Guns vs Fortifications28 Dec 2015, 18:01 PM
In: COH2 Gameplay |
Thread: Panzerfussiliers28 Dec 2015, 17:38 PM
2-3 volks and 4 pfussies is valid BO. I've played it myself and I've played against it many times. When I see USF player going for more then 4 rifles, I'm just laughing for the short game and free win I'm about to score, exactly the same if someone tries to get 4 or more tommy squads. You know why? Because there is something more then just initial cost, for this reason 10 con strats work, but 10 gren strats are suicide. There are tech costs, there are model reinforce costs(which both, rifles and tommies have considerably higher then pfussies), there is synergy with other units, that other units costs, timing etc. Yes, pfussies are spmmable, rifles and tommies are not for the reasons above. In: COH2 Balance |
Thread: Any news on the next patch?28 Dec 2015, 17:27 PM
Yes, because that is exactly what is needed. That is how CORRECT and ACCURATE balancing works. In: Lobby |
Thread: is coh2 1v1 currently balanced ?28 Dec 2015, 15:45 PM
There were graphs presented by relic recently in regards to 1v1, you can see dominance of OKW and under performance of UKF. This means that only small changes, mainly to these two armies are needed now. What causes them? For OKW, its definitely the volks and shrecks, late game was toned down, but early game is still extremely potent. Brits on the other hand, early game is pretty alright, you still need to rush T2 for snipers and T3 for armor, but it is late game where they start to slow down, despite them being in theoury the bridge into allied late game with now nerfed, likely overnerfed churchills and overall hammer/anvil based choices and builds, but I don't have as much experience with brits, so that is my guestimate from playing alongside and against them as well as from watching the streams. In: Lobby |
Thread: Conscripts VS Volks?28 Dec 2015, 15:30 PM
Personally I'd rather have instant throw, long range nade where I can just YOLO rush MG frontally and unless I crawl over red cover, I'll always land it then need for side cost and hope that oorah gets me close enough before getting suppressed and pinned to crawl and live long enough to actually thrown the damn think, which Juri seems to try and drink first before throwing. In: COH2 Balance |
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