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Post History of ferwiner
Thread: Brits actually take a lot of skill and this is how22 Oct 2018, 03:09 AM
Ballance forum isn't really the place for troll posts. In: COH2 Balance |
Thread: Volks are disgustingly good, need toning down.21 Oct 2018, 10:18 AM
Yes, the problem with volk squad is that it is good at all ranges and thus removes all the important factors from infantry engagements. That said, mentioning other stg44 squads and svt squads there is out of place. These are mid ranged weapons that have their distinctive role and range where they work the best. Definitely not jacks of all trades like volks. In: COH2 Balance |
Thread: nerf OKW fortification s-mine plz20 Oct 2018, 00:18 AM
S-mines are one of the coolest designs in the game. It is very stupid to think of changing them. Also you can actually clear them easily and quickly, just go over them with a tank. In: COH2 Balance |
Thread: How to % bonuses stack from intel bulletins?18 Oct 2018, 23:47 PM
Almost all bonuses are multiplicative. I remember that there are a few additive ones, but sadly I don't remember which one they are. In general it is pretty much safe to just assume multiplicative combination of bonuses. In: COH2 Gameplay |
Thread: Help a Wehrmacht noob deal with RE blobs13 Oct 2018, 19:54 PM
Considering that 2 222s cost around the same as AAHT and you will lose at most one in the process, you can actually consider that a cost effective counter. In: Replay Reviews |
Thread: How to avoid Bugsplat?12 Oct 2018, 17:39 PM
I have an nVidia 1060 video card and I notice that surfing the web while in que cause bugsplats for me. It sounds like more of a memory problem than GPU one. Browsers generally use lots of memory and videos are large files as well. That is why surfing the web can cause memory leak problems to become evident quicker. If you ever happen to upgrade your RAM, the problems should go away. Of course if you already have 16gb or more then I am probably wrong. In: COH2 Bugs |
Thread: Can USF get some real mines now please11 Oct 2018, 14:22 PM
Rifleman's minning speed is also a problem. It requires almost three times the installation time of mines from other factions. It is a heavy penalty that the core combat unit, which is not an engineer, is tied to the landmine installation for such a long time. I would say that is the only problem. Right now so many usf commanders have mines that you can pretty much count them as standard and not having them as a tradeoff of the commander. If they were practical to use with shorter build time, usf wouln't really suffer from the lack of mines at all. Especially as their non-doc mine is the best one in the game (m20 one), on par with ostheer doctrinal variant. In fact, when you divide mines into types: light AT, light AI, universal, heavy AT, then usf is the only faction that can have access to 3 of these types at once, and they do that with half of their commanders. Other factions can have up to 2 of these at once, even with rare doctrinal abilities. So arguably, usf has the best access to mines among all the factions. In: COH2 Balance |
Thread: Adjustment of building covers11 Oct 2018, 13:38 PM
+1 Current building dynamic is build around either hard counter (nades, mortars), or siege from distance with small arms, which is possible thanks to limited number of windows and green cover giving better bonus. And that is very good design wise, but it doesn't make as much sense historically so it might be hard to guess for new players. I would strongly disagree that adding point blank mechanic to buildings is a good idea, but some mechanic increasing the damage for smgs against units in building cover could work. In: COH2 Balance |
Thread: Help a Wehrmacht noob deal with RE blobs10 Oct 2018, 12:52 PM
You need to win early game with gren spam or gren spam + sniper if you know how to use it. In fact it is enough to cut them off one resource: munitions. That way they won't be able to buy upgrades so quickly and you win pretty much automatically. You can also use your early advantage to gain more fuel and rush for the mediums. Against AA HT, I would recommend going for double 222. Yes, they are not exactly great against infantry, but they are very cheap and do a short work with rushed AA HT, especially if you are able to flank it. The lack of snare in RE spam build should make your 222s much more potent than normally and forcing your opponent into zooks instead of bars can go a long way into improving effectivness of your grenadier blob. If you find yourself unable to perform double 222 strat, just go for a pak or two, but always keep them close to the gren blob so you can defend and potentially recapture the gun. In: Replay Reviews |
Thread: Counter to Rear Echeleon Spam with Flamethrowers10 Oct 2018, 07:51 AM
I know his ballance posts. But now that he finally found the right place and right questions, pushing him back to ballance forum is not a good idea. |
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