July Patch
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The ML20 is gonna be very strong vs base buildings in 1v1 now. If you pick the wrong doctrine your base will be annihilated within 3-4 minutes given to short cooldown and the amount of shell per salvo (20 seconds after the last shell exploded you can fire again).
Can you involve some of the top players next time? I´d like to hear their opinion about the patch notes.
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@ Fanatic: all Staff are invited to contribute to this kind of Newspost when it is being created: some do, some don't. All top players not in Staff are also welcome to post their comments here too, together with anybody else who has an observation to make about the patch .
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Posts: 37
Does OKW's PzIV get the armor bonuses of the sideskirts right away, as if it were a vet 2 ostheer PzIV? It does cost 10 more fuel (135), on top of being tied to a faction with reduced fuel income.
The sturmtiger is actually useful now. The AOE on it is really impressive with the changes, and the extra range and penetration are a big deal. Its a wiping machine. Just don't try to drive it up to an AT gun wall, the aiming still takes some time...
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OKH meanwhile see teching made cheaper but buildings more expensive, now getting all [...]
Okey, but remember OKH is Oberkomando der Heer. It is wehtmacht and waffen ss. So, you couldn't change name of ostheers on OKH
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Posts: 11
Posts: 3709 | Subs: 2
The early dance between USF rifles vs. Wehr MG cones is the CLASSIC tactical strength of this franchise. I'm so happy to hear that it is starting to matter again.
But infantry still can't fire towards their back while moving right?
Here's my take on this, please anyone better than me at the game correct me if I'm wrong so I can learn.
This still removes half of what made infantry micro great. You can't reposition during a fight against someone coming forward or you lose in DPS and lose the fight by default. It's either you face the enemy, or you retreat.
It makes waiting in a safe place too important, and slows down the pace of the fights.
In a duel it also gives free reign to the superior unit (usually "close ranged") looking for the fight, instead of giving room to the weaker unit to reposition correctly if the player is good/smart enough to kite. It's either the weaker unit is already in a better position, or it's fucked.
"Slow retreat" or however we called it and the ability to back off from a fight and do something else, like capping which was hard back then, or just rejoining other units for a better fight was a massive if not the biggest difference between good and top players in the early game.
As I said now it's more about being in the right position in the first place? I guess it's a skill too but still forces more defensive style by nature, especially with true sight.
Posts: 123
Another thing change demos like in CoH1 only can planted on houses not on the road. (i know commandos could planted them everywhere but that wasnt pretty balance...)
Increasing Artyshells of lFH and m152 wont help. Just ends in Basebombing. Just think about that m152 firing on Wehr HQ. So u cant retread for like 1min? im not sure about that. m152 was always good but 203 is just better. I think 1 direct hit on a Ferdi or panther and the tank is verylow HP.
The lFH needs more damage and more splash not more shells. You cant even kill a mortar with that gun, or a Katchua ( Direkthit 90%dmg.) Only the First and 2nd shell matters, because enemy will have retreaded or moved
his Tank or what ever.
another thing i rly miss. Gunrange and Sightrange on Tanks are the same u dont ve to scout(talkin about combat tanks). Same story on the sniper.
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How guy who play 80-90 % games with Axis, can explaine patch
To whom are you referring?
Posts: 111
How guy who play 80-90 % games with Axis, can explaine patch
Why not ? My games are also axis favoured but that doesn't mean that i want a unfair and unbalanced game.
Posts: 976
Thanks for the in-depth analysis !
Posts: 1708 | Subs: 2
But infantry still can't fire towards their back while moving right?
Infantry cant fire backwards in coh1 either, the firing arcs were about 180 degrees in coh1. When CoH2 first came out they were at about 90 degrees but that was adjusted to 180 around December 2013.
Posts: 446 | Subs: 2
Strengthen defense and increase positional play
Reminds me of Brood War Terran Mech kinda
I'm afraid to side with vV on this, but I kinda want artillery that can't get 1shot unless by like railway artillery or something retardedly expensive.
HOWEVER, I would like it if artillery was MOBILE LIKE SIEGE TANKS
IMAGINE IF ARTILLERY COULD BE TOWED SLOWLY BY TANKS OR TRUCKS
OH MY GOODNESS IT WOULD BE GRORIOUS AND OPEN SO MUCH COOL POSITIONAL PLAY UP POSSIBLY
Posts: 3709 | Subs: 2
Infantry cant fire backwards in coh1 either, the firing arcs were about 180 degrees in coh1. When CoH2 first came out they were at about 90 degrees but that was adjusted to 180 around December 2013.
Mmm interesting, thank you. So I guess there was indeed a difference, but no matter what now for optimal effect it's better to move diagonally if possible.
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Posts: 1006
I used LeFH and ML20 in several games today. Man, they are good now. It can punish blobs when they retreat to their base.
ME LIKEY LIKE!!
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