First big post-launch patch hits COH2
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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
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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
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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.
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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.
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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
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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.
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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.
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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.
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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
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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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