I feel all this talkin about ,,dead game'' are doing more damage than actual problem.
Yep, you just nailed it.
	
							Thread: Make CoH2 F2P/Great again :D2 Jun 2016, 15:02 PM
						 
						
 Yep, you just nailed it.  In: Lobby  | 
							Thread: Next patch: War Spoils Update2 Jun 2016, 14:55 PM
						 
						End of June? Sick. This reminds me the times when we were waiting half a year for a patch. It's even worse this time though becouse everybody knows how epic new patch is and thus nobody plays the game.  In: Lobby  | 
							Thread: Tiger Ace not viable2 Jun 2016, 14:53 PM
						 
						I like the way it currently is. Call in the TA can makes you win, but the drawback is very important and you must consider it before you click on the button. ( Unlike most of the Heavy tanks where you just click on the button at the frame it becomes available ) This, its ok guys, you just shouldn't treat it like you would a normal tiger.  In: COH2 Balance  | 
							Thread: Wanted: Testers for core army testing1 Jun 2016, 23:32 PM
						 
						
 I agree that soviets are lacking the most, especially good enough, spammable medium for the late game. T-34/76 crewmen - I'm looking at you, stop drinking before every shot or you will never kill anything. As for okw, my whole post was, just like the thread, about non doctrinal units. So you are left with obers and these are available late and should be postponed even further. I like the performance of usf in preview mod, don't think they need something else, same goes for wehr, apart from FRP maybe but this much bigger design issue. I won't generally argue about ukf. The thing you are talking about is already in the game though as ostheer mortars can be put in trenches, or at least they could some time ago. 
 Using commanders that are considered worst in a faction is an equal option too, why not go that way instead?  In: Lobby  | 
							Thread: Wanted: Testers for core army testing1 Jun 2016, 17:58 PM
						 
						Commanders fill different roles depending on a faction. For all factions they give small and cool abilities that benefit an army, but for some of them, namely SOV, OKW (especially in live version) and USF (to lesser extent) they also fill the gaps in core army or give some units that are powerfull enough to make these gaps managable. For SOV, such gaps are lack of elite infantry and lack of handheld AT. For OKW, lack of mg and easily accessible AI infantry. For USF its mines. One could say that this is bad design but in fact it is not the case. These 3 factions are the aggressive ones, so they get commanders that dramatically change the way faction plays and can surprise the opponent, paying with the fact they usually need to pick the doctrine first. On the other hand, OST and UKF, being defencive factions have most things in their core so they don't need to pick that fast, but they pay with predictable unit composition and, in theory, smaller bonusses. This basically means there is no real way or need to ballance around core. On the other hand this design is not always followed cousing big differences between commander usability. I feel the most important thing is to ballance faction commanders between each other, so I would change your idea to test factions with the commanders that are used the least in automatch and tournaments, instead of no commanders at all. Giving them some buffs is necessery but nobody really knows what kind of buffs becouse they are either played against meta commanders or not at all. Playing them out against equal opponents could really show how to make them shine. I also strongly belive that with all commanders being more or less equal there will be no point in ballancing core.  In: Lobby  | 
							Thread: Petition to revert crushing change30 May 2016, 18:13 PM
						 
						Bumping this. Also was there any word from relic about this?  In: COH2 Balance  | 
							Thread: Make CoH2 F2P/Great again :D30 May 2016, 18:00 PM
						 
						Katitof is right. They could go full F2P with coh1 and its add-ons though, they are not going to squeeze any money out of it any more and its infested with hackers anyway. Actually, they should have done this like a year after coh2 release. It's true that sega went full retard with coh2 getting both full price for the game/add - ons and multiple p2w dlcs limiting the playerbase from very beginning but now income from both game copies and not p2w dlcs like skins is absolutely neceserry to keep the game up and running, there is no way around it, they either keep it as is or they are going to kill the game.  In: Lobby  | 
							Thread: How do you counter Ostheer sniper as USF?30 May 2016, 01:32 AM
						 
						Rifles can do it on their own honestly. I guess it's not a counter if you need your opponent to screw up badly enough not to pay attention to his sniper   But bait is a resonable counter. If you stay less agressive for a moment and lure all his units, including sniper into your territory its enough to push with m20. There is no way sniper will be alive after trying to retreat from the middle of the map. It's important not to reveal the m20 and possibly not even the leutnant couse better players take caution when they see it comming. | 
							Thread: Make CoH2 F2P/Great again :D30 May 2016, 01:27 AM
						 
						The only reason I can see current prices are beneficial to relic and sega is that they can show high percentege when doing a sale. They should cut all prices by 2 instead and both game and their wallet would do better.  In: Lobby  | 
							Thread: Bofors opinion poll29 May 2016, 01:26 AM
						 
						Just needs some minor tweaks, like noticable pop increase to increase its cost over time and make it harder to gather army behing emplacement wall. Same should go for mortar pit.  In: COH2 Balance  | 
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