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Thread: Dshk balance3 Feb 2018, 23:33 PM
It has been nerfed really bad recently. Also, okw actually has flame granades on their mainline infantry and even better doctrinal nades so the infantry is actually one of the counters. In: COH2 Balance |
Thread: CoH2 Monitor losing Signal.3 Feb 2018, 22:52 PM
Did you try stress testing your pc? Maybe it overheats? Or maybe the new card is unstable? |
Thread: T-70 still able to capture territories3 Feb 2018, 16:56 PM
I think he means the cloak tank hunter doctrine now gives. That one has nothing to do with capturing, though. In: COH2 Bugs |
Thread: T-70 still able to capture territories3 Feb 2018, 16:49 PM
Vipper showing his amazing knowledge about the game It can cap when in recon mode. It is non doctrinal and there is no cloak ability for t70. In: COH2 Bugs |
Thread: Does anyone use demo charges anymore?1 Feb 2018, 22:27 PM
If they dont rotate camera, they wont see it behind the house. Even if they do, once they are in the house it is too late. In: COH2 Gameplay |
Thread: Solution to hmg spam1 Feb 2018, 19:19 PM
Are you saying that each model of cons is comparable to each model of grens? That is obviously not true, thankfully so. Otherwise there would be no way for grens to win at vet0, yet they often do. In: COH2 Gameplay |
Thread: Current gripes and complaints (1/31/2018)1 Feb 2018, 18:57 PM
I, for one, enjoyed the blizzards, the deep snow/mud, and OKW's resources/trucks at launch. It made the game feel that much more unique, and I miss all of them. I also miss the RNG shell shock in armored warfare and the much greater variance in counterpart units (such IS-2 being AI and Tiger being AT or 120mm mortar having higher base damage than 82mm). I miss kubel suppression and OKW's lack of MG (gasp!). I feel like the factions are becoming too similar to each other. Sure, there are still stat differences and pricing differences, and sure, there are good things from homogenizing the factions to a degree, but the factions no longer feel unique. I've spent a lot of time in the mod tools trying to rework the factions, but you can only do so much with those, compared to the amazingly flexible tools for CoH1. Definitely with you here. Although I agree with many comminity members that some of these coused issues, they should have been reworked, but not removed or copy pasted from other units and factions. There are many more examples of that. Remember usf having no heavies? or ostheer weapon teams being 3 men but really powerful? Now we've come to the point when people even wanted to replace raketen with a pak... As if they could not choose the ostheer button in their menu. In: COH2 Gameplay |
Thread: Su-761 Feb 2018, 18:41 PM
lol say that to "smart eraly luch" okw they always rage quit in team games when guards and t 34 kill his luch Luchs made a full circle it now comes at the same time as it did on release ![]() In: COH2 Balance |
Thread: Solution to hmg spam1 Feb 2018, 18:36 PM
Yes, that rule exists and it dates back to coh1 release over 10 years ago. It is one of the core rules that rule the game - its ment to promote team weapons over infantry spam to improve combined arms and to make sure bigger squads really benefit from being more durable as opposed to just being manpower sinks.
That is not exaclty true, only a few "elite" squads got their reinforcement ever changed.
There is at least 20 team weapons in the game. Only maxim, DShK and MG-34 don't follow the rule and in case of MG-34 it is just a 1mp discount (which still makes it the cheapest to reinforce mg in the game). MG-34 is actually cheaper to reinforce than MG-42.
Comparing full reinfocement cost is the only solution. If you try to ballance the costs around single entity cost, then all you get is that bigger squads are disadvantaged by their size and become just a manpower sink. Remember that these models are actually weaker to compensate for the squad size. For example if conscripts were 30 to reinforce like grens, they would also have to be as good in combat as grens. Nobody would like that ballance wise. In: COH2 Gameplay |
Thread: Solution to hmg spam1 Feb 2018, 00:38 AM
Originally maxim was a 240mp mg with 90mp full reinforcement cost, just like mg42. This is the value that comes from general reinforcement cost rule which says that full reinforcement cost is half of unit cost, with additional 25% discount for team weapons. A few patches ago they got changed up to 260mp without changing reinforcement cost, as additional 20mp is charged for the weapon, not the crew. Then maxim and DShK got the reinforcement cost changed from 90mp for full squad to 120mp. It was a hard hit but people still spammed them so their performance has been lowered to the point where there is nothing in maxim that is better compared to other mgs other than survivability. And even that is questionable becouse increased reinforcement cost just couses the bleed. So in my opinion after nerfing the performance they should have reduced reinforcement cost back to standard levels. As for the people who still use maxim spam: first they are widely known as masters of this strategy, they would use it no matter what, second, they don't get very good value for their skill using that, they could have gone much further by creating a new build based on current unit performance. In: COH2 Gameplay |
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Poland
It can cap when in recon mode. It is non doctrinal and there is no cloak ability for t70.
ferwiner