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First big post-launch patch hits COH2

10 Jul 2013, 02:23 AM
#2
avatar of TychoCelchuuu
Senior Caster Badge

Posts: 1620 | Subs: 2

Thank god they fixed the FX ripples on the Tiger Tank.
10 Jul 2013, 02:54 AM
#3
avatar of WhiteFlash
Senior Mapmaker Badge
Benefactor 119

Posts: 1295 | Subs: 1

Ill be looking forward to how they adjust the SU85 in the future. Solid patch so far!
10 Jul 2013, 03:13 AM
#4
avatar of HelpingHans
Strategist Badge
Donator 11

Posts: 1838 | Subs: 17

Atleast it's something. Interesting choice using the SU-85 for the highlight. I would have saved that for when that unit gets fixed and instead use a highlight featuring an m3 or german ht but hey thats just me =P.
10 Jul 2013, 04:57 AM
#5
avatar of GeneralHell
Honorary Member Badge

Posts: 1560 | Subs: 1

I expected more balance changes. I guess they're still working on it, and only adjusted the most needed fix --> The M3.. Good thing units now have a 50% chance of dieng while being in an exploding vehicle.
10 Jul 2013, 05:21 AM
#6
avatar of peruci

Posts: 217

The SU-85 needs a bit more time for patching - its worth considering its rotating speed and shooting range.

Highlights for me are the 50% chance of dying inside exploding vehicles, Improved Tactical Map display times and Ostheer 4 man support squads.

I also expected more, but this is just fine and the right way to go :)
10 Jul 2013, 06:38 AM
#7
avatar of BartonPL

Posts: 2807 | Subs: 6

wtf, is that all changes?
10 Jul 2013, 07:16 AM
#8
avatar of StephennJF

Posts: 934

Balancing with make only a few changes is the best way to go about it! I am very glad they do it like this.

Not sure I feel with a increase to MG/mortar squad sizes without a respective increase to just generic small arms fire. Will be curious to see if it further degrades the effects of flanking in the early game.

Happy with the changes though. We shall see how it pans out :)
10 Jul 2013, 07:18 AM
#9
avatar of AmiPolizeiFunk
Admin Black Badge
Patrion 15

Posts: 16697 | Subs: 12

Balancing with make only a few changes is the best way to go about it! I am very glad they do it like this.


I agree completely.
10 Jul 2013, 07:36 AM
#10
avatar of TarpMada

Posts: 44

I'd prefer if the chance for death in a exploding vehicle was removed and deaths were essentially guaranteed but I guess CoH likes its chances and odds. Otherwise I mostly like the changes, the only other I'm questioning is the change to German mortars RoF but I think I'll need to toy with that first hand to decide how I feel about it.
10 Jul 2013, 09:01 AM
#11
avatar of Hypol33t

Posts: 3

Rly dont know how to feel about the mortar changes on both sides, but we´ll see how that works out...
10 Jul 2013, 09:51 AM
#12
avatar of TheMightyVito

Posts: 4

It will be pretty interesting to see those 4-man german HMG squads in action.
10 Jul 2013, 10:04 AM
#13
avatar of Stonethecrow01

Posts: 379

It seems like good changes. Don't know bout the nerf to the 82mm and 120mm mortar though but we'll see.
10 Jul 2013, 10:08 AM
#14
avatar of cr4wler

Posts: 1164

i still don't understand this...

what is the point of a weapon crew, if it's basically a normal squad with a team weapon attached to it? especially with the new capping system there is no real downside to just getting all weapon crews for anti infantry.
10 Jul 2013, 10:17 AM
#15
avatar of BartonPL

Posts: 2807 | Subs: 6

Balancing with make only a few changes is the best way to go about it! I am very glad they do it like this.



I agree with that, but shouldn't patches be released like once in a week? they did it 2 weeks after release and changed aren't that big
10 Jul 2013, 10:50 AM
#16
avatar of The_Riddler

Posts: 336

jump backJump back to quoted post10 Jul 2013, 10:08 AMcr4wler
i still don't understand this...

what is the point of a weapon crew, if it's basically a normal squad with a team weapon attached to it? especially with the new capping system there is no real downside to just getting all weapon crews for anti infantry.


Yes. Because we all know weapon crews throw molotovs, rifle nades and bundle nades. Next to that they are very versatile in the mid/late game with their AT nades, fausts and panzerschrecks.

Surprisingly, no changes to the T70 and SU-85. Still no ladder.
10 Jul 2013, 11:13 AM
#17
avatar of cr4wler

Posts: 1164



Yes. Because we all know weapon crews throw molotovs, rifle nades and bundle nades. Next to that they are very versatile in the mid/late game with their AT nades, fausts and panzerschrecks.

Surprisingly, no changes to the T70 and SU-85. Still no ladder.


Yes. Because we all know AT nades, fausts and panzerschrecks are anti infantry -.-
Any sort of nade can be dodged anyway, and with an MG that suppresses, you probably wouldn't get into range anyway. Even if, with a full sized squad, taking a bit of damage from a nade is not too much of a problem if you know the enemy squad has to retreat after throwing the nade anyway. And we also all know how easy it is to kill MGs in buildings in CoH2.
10 Jul 2013, 11:14 AM
#18
avatar of Marcus2389
Developer Relic Badge
Donator 11

Posts: 4559 | Subs: 2

I'd like to explain the M3 change on units garrisoned. It's not like when the M3 dies you have 50% of chances to lose the squad, it's 50% per entity, so for each soldier. The chances to lose the entire squad are minimal :)

About the other changes to tanks you are asking, Relic knows about that and changes will be made. And Stephenn, that's exactly what I think too.
10 Jul 2013, 11:22 AM
#19
avatar of cr4wler

Posts: 1164

Relic knows about that and changes will be made.


Lately every of your posts seems to have that sentence in it... You are starting to sound like a Relic PR spokesperson :-P
10 Jul 2013, 11:38 AM
#20
avatar of Trainzz

Posts: 332 | Subs: 1

Good patch, hoped for a pak improvement, tho. Atm they just feel useless :p
10 Jul 2013, 11:43 AM
#21
avatar of The_Riddler

Posts: 336

jump backJump back to quoted post10 Jul 2013, 11:13 AMcr4wler


Yes. Because we all know AT nades, fausts and panzerschrecks are anti infantry -.-
Any sort of nade can be dodged anyway, and with an MG that suppresses, you probably wouldn't get into range anyway. Even if, with a full sized squad, taking a bit of damage from a nade is not too much of a problem if you know the enemy squad has to retreat after throwing the nade anyway. And we also all know how easy it is to kill MGs in buildings in CoH2.


I know you said anti infantry, thats why I brought up the mid/late game versatility of weapon crews. People keep saying nades can be dodged, but every top player gets (AT) naded in every single game as shown by the latest tourney. Next to that, its not certain you have to retreat. Bundle nades can take down houses.

The point is that advocating weapon crew spam after a patch that tries to diminish this, without actually playing with these adjustments, seems rather refractory.

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