Why nerfing AVRE so much? It was already really tricky to use.
The whole RE Regiment revamp seems like a nerf (or at least small tweaks without anything special to encourage people to use it) instead of trying to bring it new life.
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Thread: December Balance Preview17 Nov 2017, 21:59 PM
In: Lobby |
Thread: KT should have penalties12 Nov 2017, 15:23 PM
Maybe the penalty is that it cost 1600 MP 520 FU? So Sherman is more expensive than Tiger or IS2, aye? In: COH2 Balance |
Thread: KT should have penalties12 Nov 2017, 13:15 PM
Probably not, but when you have 3 6 pounders in front of KT at mid range and KT is just sitting there taking all bullets and at the same time slowly wiping at guns one by one, then you know there is something wrong because none tank should win vs 2-3 at guns head on. In: COH2 Balance |
Thread: DBP Commander Revamp brainstorming12 Nov 2017, 11:15 AM
Didn't know Osttruppen is underused commader... Nevertheless, I would like to see some improvemnet for Railway arty: - remove flares, increase sound effect (adjust impact time accordingly). It's kinda stupid to use flares for a arty. I mean, pilot sees flares, gunner on the railway gun doesn't, huh? - remove officer (anyone has ever used it?) and put Command PzIV. It would work quite well with Osttruppen. Tank Hunter needs some late game call-in tank (KV2?), becasue running late game with Cons + PTRS and T34/76 is kinda very, very weak AI. It has no late game AI, unless you go for T1 Penals and Cons but that would be weird, since you can go only for Penals and upgrade 1 or 2 with PTRS. In: COH2 Gameplay |
Thread: 17 Pounder vs Pak 437 Nov 2017, 16:46 PM
20 pop cap for 17 pounder is laughable. It should be around 10-14 and done. In: COH2 Balance |
Thread: British Emplacement Brace Counterplay Ideas1 Nov 2017, 12:03 PM
First is doctrinal and it does not clear. It destroys. Second is of course non-doc but being forced to use sniper just to clear buildings is rather bad design. Grenades don't clear buildings apart from HMGs. Gammon bombs destroy buildings instead of clearing and come in mid/late game. In: COH2 Balance |
Thread: Commanders revamp - December patch1 Nov 2017, 10:50 AM
For SU dofiently defensive tactics. In times where OKW gets tank traps, emplacements and trenches or bunkers, trenches and mines in ONE ability, tank traps and mines should be combined into 1 ability for SU as well and the free spot I would use for a KV2 which would suit in a defensive theme of this doctrine with its siege mode. Maybe even get rid of dshk/at gun and put something else. In: Lobby |
Thread: December Balance Preview30 Oct 2017, 22:12 PM
FRP nerf and commanders revamp? My wet dreams come true! In: Lobby |
Thread: Reanactment - Roman Empire6 Aug 2017, 07:38 AM
I'm back! Ok, just kidding. Too much into career so I truly lack time for CoH. It's been like 4 months without launching steam Tho I have something to share! Enjoy PS If you ever thought you know what hot summer is like, try to wear over 20kg on yourself in 38C and fight In: Scrap Yard |
Thread: Forward retreat points.6 Jun 2017, 21:47 PM
Why would you need second ambulance? There are plenty option to do. For example AA HT can be a simple HT with AA upgrade for, or you can take model of Mortar HT and add to T0 etc etc etc. What lose for a faction? What USF mines or arty have to do with FRP? In: COH2 Balance |
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