Just played on Semosky position 4. Just infuriating.
Would love forward retreat point.
But in general i think they should abolish FRP as it promotes blobbing.Fix the maps instead..
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Post History of skemshead
Thread: Ostheer Command Bunker18 Mar 2015, 00:53 AM
In: Lobby |
Thread: Conscripts scaling to late game...17 Mar 2015, 02:22 AM
The biggest issue with improving cons is the strength of callins, T1 units and the durability of T2 units. As things stand at the moment, going cons in combination with T1 and/or T2 with shock or 120mm morter then into callins is the most viable build and reasonably strong. Buffing cons without changing anything else would not only strengthen soviets but in also reinforce the current meta. It would also strengthen infantry spam metas which is something many would be disappointed to see. Improving vet would be the best way of improving unit survivability and dps. To offset the buffs I would increase the reinforcement cost for each level of vet gained thereby restricting spam. This is purely isolated theory crafting as callins is still too viable. Many changes are required across all factions if cons and stock tanks are to become viable again... In: Lobby |
Thread: Ostheer - MG42 16 Mar 2015, 05:29 AM
jaigen,Im sure the best soviet players struggled against the old instapin MG42 supported by Panzerfausts that insta killed flanking overpriced M3s,too,with no real option of teching T2 to save yourself from an early P4 or 222 etc. Maxim spam is quite effective in 1v1 on certain maps with houses. I regularly face opponents going 2/3 maxims plus morter or At gun. Quickly followed up by shocks. The smart ones lay mines everywhere making 222 extremely limited in it effectiveness. So your left with morters and flamers to get them out of the houses. If they push hard for your cut off of muni it can be an up hill battle to compete. NADES DO NOT WIPE FULL HEALTH MAXIMS. They do a lot of damage on most occasions but it is a muni drain most off the time and when shocks arrive you have no lmg, no healing, a map full of mines and no sweepers. If your flamer explodes due to rng your also down another 60 muni. I am not saying it is unbeatable or OP but it is lame a f***, especially on kharkov. Personally i see it as a major design flaw that 2 factions can open with mgs / morters, especially if one side is better equipped to deal with support weapons whilest is turn having support weapons with high survivability due to squad sizes... In: COH2 Balance |
Thread: Five man grenadier squads are exactly what Ostheer need.15 Mar 2015, 09:27 AM
Another insightful contribution.
I agree squadwipes keep a match semi balanced. But it is heavily rng based. If they can get a handle on the squadwipes then they look at improving allies infantry so that there isn't such a reliance on indirect fire and cheese mechanics... But i would be surprised is anything was changed regarding squadwipes because it really only affects/annoys a small percentage of their customers. In: COH2 Balance |
Thread: USF tank crew bug14 Mar 2015, 07:49 AM
Ah ok. Watched it a second time on HQ. just one of those Coh2 anomalies i guess. In: COH2 Bugs |
Thread: USF tank crew bug14 Mar 2015, 07:40 AM
Looks to me like crew killed by machine gun bunker. Units take extra damage while repairing and building, although i have not seen units die this quickly. Just perfect rng storm. In: COH2 Bugs |
Thread: Five man grenadier squads are exactly what Ostheer need.14 Mar 2015, 03:38 AM
Never gonna happen. Grens can be reinforced on-the-fly from a HT behind a wall or a command bunker from behind the damn wall (Fix that relic). Sovits are the strongest faction at the moment for a number of reasons. Any buff to cons without some kind of redesign would make soviets batshit OP. I would like cons to be relevant late game from a design perspective but without changing other aspects of the game it would simply lead to more spam based strats. The problem with grens is how prone they can be to squadwipes. Changing to five man squads will simply lead to more gren heavy builds which should be avoided. Relic have a problem in that grens need to scale well to compensate for the bullshit wipes but not so good that other ost units are irrelevant. The thing is if ost player is lucky rng wise and can keep squads alive then chances off winning are significantly improved. However should whole squads be lost early to morter strike, m3 flame car or mimes then ost is significantly behind. Other game mechanics being changed would be better than just adding an extra man. Lastly grens not being able to build green cover is a major design flar. It may not have been necessary upon release but the game has changed since then and its omission is now stark. In: COH2 Balance |
Thread: Proposal - Slowing down the heavies.13 Mar 2015, 11:59 AM
I think heavies should be slowed down in terms of when they arrive in the game, rather than physically. 100% Agree
True, but i think it is a little too strong. If you do not have IS2, T34/85 with marked target you are generally F*****. Usf seems to require opponent to overextend to kill. I see many players prepare for KT and just loose due to bad luck or bad rng. I once had a game where 3 at guns fired a total of 9 shots at a KT without him moving and I did about 30% damage max.
The problem is when one opponent goes for heavies then the other player almost has to follow suit or the chances of winning are reduced. There really is no downside to going for heavy tank. Many better players will experiment with mediums/at guns/ at skill planes but most people want the easy win so will take the path of least resistance.
I would like to see some kind of downside for heavies. Teching should be required but if they still want to largely skip mediums then ok, but work it in a way that going multiple mediums has its own advantages. Tiger Ace is a good example of a heavy having some kind of downside ( note i am not saying Ace is totally balanced ). Blitz is a real design failure, and really should be associated with allies as they should be flanking factions. Axis should have smoke as vet1 ability instead. The rear armour on heavies should be reduced to reward flanking and punish someone who overextends, but also to punish poor micro. If someone doesn't micro a heavy properly to the extent that the heavy tank has it arse facing their opponent then the deserve some punishment. Whatever changes are made should be done in the hope of opening up the game to various playstyles because as things stand atm it is a very linear game, which when you consider how many units and commanders are available is surprising.......... In: COH2 Bugs |
Thread: A King Tiger Ace Commander ?9 Mar 2015, 08:59 AM
I was a big fan of the tiger ace when he was released. Your gonna get flamed into oblivion for this thread. In: Scrap Yard |
Thread: ostheer CAS overperforming.9 Mar 2015, 01:21 AM
I think the broader issue is that Usf is a bit to strong in respect to countering opposition infantry, whilst being a little weak at countering armour mid to late game. At guns should hard counter the stug e no doubt but seems to be in a shit tier. CAS and Mechanised depend heavily on packs to survive to late game which makes it all a bit repetitive. Would it be feasible to reduce usf T2 fuel cost and buffing the at gun's health so that it does't get decrewd so easily. Shermans could also do with a health increase to be more survivable against at guns and straife, but it needs a bit of a nerf to its anti-infantry abilities along with the ability to crush infantry. Shermans often 1 or 2 shot any infantry that gets near it. Stug e could perhaps do with a cost increase and Cas abilities could probably do with an increase in cool down times as well as an increase in cost but I think that could apply to all faction offmap abilities.. The game really needs a broad range of buffs and nerfs to multiple units across all factions. Teching also needs seriously adjustment for all factions if more units are to become viable. In: COH2 Balance |
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