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Hands on Western Fronts Armies

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2 Jun 2014, 23:58 PM
#381
avatar of Napalm

Posts: 1595 | Subs: 2

It is going to take a lot of effort to get the existing armies to be able to complete with some of these new units and their abilities. Shermans with crews? Smoke launchers? Boss sauce.
3 Jun 2014, 05:07 AM
#382
avatar of Mr. Someguy

Posts: 4928

Agreed.

In other news, buildable sandbags?




I don't recognise that particular model, so it might be new, but why would it be new unless there was another purpose. Yeah.
3 Jun 2014, 05:10 AM
#383
avatar of Kyle

Posts: 322

3 Jun 2014, 05:29 AM
#384
avatar of Omega_Warrior

Posts: 2561

Kyle stop talking about balance and non cleared units or you could get in trouble.
3 Jun 2014, 05:32 AM
#385
avatar of Katitof

Posts: 17914 | Subs: 8

jump backJump back to quoted post2 Jun 2014, 23:34 PM$nuffy


I was under the impression that KT is open for discussion !? Well, thx anyhow, we shall know soon enough ;)


KT is, stats and balance is not.
3 Jun 2014, 12:12 PM
#386
avatar of Chuck Norris

Posts: 93

Guys, there are only 4 more weeks till official release and probably an open beta will begin even sooner than that.

You shouldn't jump to conclusions based on bits and pieces of information, just wait a while and you will see for yourselves how awesome this expansion will be. I can't say more but rest assured the new armies are quite unique in terms of gameplay and abilities. And hopefully by the time it goes live most balance issues will be dealt with.

3 Jun 2014, 13:43 PM
#387
avatar of __deleted__

Posts: 807

And hopefully by the time it goes live most balance issues will be dealt with.


You can bet all your money they won't.:rolleyes:
3 Jun 2014, 13:53 PM
#388
avatar of coh2player

Posts: 1571

Also, what about the American officer squads:

Lieutenant
Capt.
Major

So it seems that they must be bought in order to tech. I'm guessing that they are limited to 1 of each.
3 Jun 2014, 14:24 PM
#389
avatar of Mr. Someguy

Posts: 4928

Unless I missed something, they are the tech. All buildings are there by default, but you can't use them until you build the associated officer.
3 Jun 2014, 14:36 PM
#390
avatar of Chuck Norris

Posts: 93



You can bet all your money they won't.:rolleyes:


Probably not, but then again the original factions have underwent significant balance changes too for almost a year. I don't think balance issues will be that big with the new factions. Mostly people will have to understand the way they play.
3 Jun 2014, 14:58 PM
#391
avatar of vietnamabc

Posts: 1063

Dear, dear looks like Jackson is the new Firefly now. And the M2 utility car is like the old greyhound with some more sheningans. M3 Scott is like a bastard child of T70 and Stug III E.
3 Jun 2014, 15:28 PM
#392
avatar of KyleAkira

Posts: 410

I could see in the replay that the M3 crew had a bazooka on it.

Isn't it more viable to kill an enemy scout car 221 by decrewing your M3 and shooting the bazooka instead of chasing it with bullets?
3 Jun 2014, 15:35 PM
#393
avatar of Mr. Someguy

Posts: 4928

I could see in the replay that the M3 crew had a bazooka on it.

Isn't it more viable to kill an enemy scout car 221 by decrewing your M3 and shooting the bazooka instead of chasing it with bullets?


Might be part of their risk/reward scheme. If you do that, you can't re-enter the M20 (M3 is a Half-Track) until the unit is out of combat, which in-game is considered after about 5 second after seeing the last enemy. If Grenadiers arrive to support the Scout Car, you might be forced to abandon the M20 to save the crew members, but then the Germans would capture your M20. So it'd be very high risk / high reward to hop out in combat to use the Bazooka.
3 Jun 2014, 15:36 PM
#394
avatar of Stafkeh
Patrion 14

Posts: 1006

I guess the scout car will be far away while the crew is jumping out. Or that the crew is pretty easy to kill.
3 Jun 2014, 15:57 PM
#395
avatar of coh2player

Posts: 1571

It looks to me that the 'armored company' can skip teching. No major required. Did anybody catch in the video how much the officers cost?

The major looks like a 3 man squad.

I think I missed the captain's squad and the Lt. is a 5 man squad.
3 Jun 2014, 16:38 PM
#396
avatar of Porygon

Posts: 2779

Agreed.

In other news, buildable sandbags?




I don't recognise that particular model, so it might be new, but why would it be new unless there was another purpose. Yeah.


Yes, vCOH sandbag is back, can be built by Rifles (Inf company), engi (rear whatever), Volks and Pio.
3 Jun 2014, 16:40 PM
#397
avatar of S73v0

Posts: 522



Yes, vCOH sandbag is back, can be built by Rifles, engi (rear whatever), Volks and Pio.


Are they going to change the soviets and ost so they get vcoh sandbags as well?
3 Jun 2014, 16:43 PM
#398
avatar of Porygon

Posts: 2779

jump backJump back to quoted post3 Jun 2014, 16:40 PMS73v0


Are they going to change the soviets and ost so they get vcoh sandbags as well?


Dunno
3 Jun 2014, 16:48 PM
#399
avatar of Last of the Catachan

Posts: 24

Just seen relic stream just asking if the American base is all one building or separate buildings damage wise.

It's looks like a big target. Will there be any v1 or v2 streaking across the sky to blow it to bits, looks like a sturmtiger could deliver the coup de grace.
3 Jun 2014, 16:52 PM
#400
avatar of Mr. Someguy

Posts: 4928



███████████████████████████████████████████████████████████████████████████████████████████████████.


Not sure if you're talking about CoH1 or leaking.
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