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Thread: t34 76 now useless22 Dec 2015, 15:02 PM
It's not bad for it's price, but let's imagine you can get Luchs or 251/17 for 35/25 fuel at 13min. They would be good for the price but quite useless. In: COH2 Balance |
Thread: Calliopes22 Dec 2015, 09:10 AM
Sure but it dies to 1 shot. In: COH2 Gameplay |
Thread: Calliopes21 Dec 2015, 21:48 PM
In: COH2 Gameplay |
Thread: Calliopes21 Dec 2015, 21:21 PM
Calliopes are fine? They rekt blob? Good ones. Calliopes are damn OP. Why? Becasue there is no chance to run away. They are deadly especially agasint OST. Katyusha is perfect arty. It's not pin-point, it's not iWipe machine, it can be dodge etc. When I hear a sound and insantly click retreat on mortarts/HMGs there is no chance to run away. Wipe. Even Stuka zu fuss isnt that deadly. With good timing you can run away from katy but not with calliopes. I made a small test. How much time there is between sound and the rockets. PzWefer - 5,46s. Stuka zu Fuss - 4,78s. Calliope - 3,87s. Katyusha - 3,41s. Katyusha is the fastest but it's also the weakest. Calliope is almost at the same level but it's way more deadly. Wonder how much time you need to pack crew weapon and run away? 3,90s till they start running. It's not enough to run before first Katy barrage but you have over 50% to survive. It's also not enough time to run before Calliope but opposite to Katy, Calliope does not leave you chances to survive. Point is simple. Werfer na Stuka are really deadly, so they leave you a small window of running away without casualities. Katy is not that deadly, so lower times is justify. But calliope if more on pair with werfer than katy. Funny fact. I wanted to kill it with 2 paks, moved it, saw unsupported Calliope and guess what. It did not run away, just took a hits, used barrage and wipe my paks ![]() Calliope needs longer time between sound and first rockets + it should die to 3 shots + it should be like old PzWerfer on long distance, and killer, when move close. It would suit its HP + they are devastating agasint vehicles. In: COH2 Gameplay |
Thread: Okw Elite Armored.21 Dec 2015, 17:45 PM
Vehicle detection works great with Sturmtiger. Heat rounds are amazing for units like Puma and Pz 4. In: COH2 Gameplay |
Thread: Why can USF inf pickup dual upgrades?21 Dec 2015, 17:37 PM
Double zooks, bars, G43, FG42 etc are fine. But honestly, double LMGs are killing this game. There should be limit for 1 LMG per squad. It applies mostly to 1919. But other LMGs should be adjusted to this, I mean, lower LMG34 DPS so it's just a bit better than 1919. Keep double DP28 on Guards or make it 1 but better. Lower DPS on Paras'1919 or give them one bit better than doctrinal. The only way to get 2 of them on Rifles/Grens etc would be by picking it from the ground. In: COH2 Balance |
Thread: Change Soviet Industry21 Dec 2015, 14:05 PM
Tank hunter's salvage kit for crew repairs. #Fixed. In: COH2 Gameplay |
Thread: Pak43 kill my vet 3 katyusha 2x on his max distance?21 Dec 2015, 14:03 PM
It took few minutes to figure out the fixed part ![]() In: COH2 Bugs |
Thread: defensive doctrin21 Dec 2015, 12:03 PM
Combine Tank traps with AI mines - 0CP Add KV2. Buff M42 (bit weaker than ZiS, but with better RoF and maybe AT/HE rounds). In: COH2 Gameplay |
Thread: Fill me in?19 Dec 2015, 19:37 PM
The name of this thread made me confused for a second ![]() In: Lobby |
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