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21 Nov 2014, 22:45 PM
#61
avatar of TheSleep3r

Posts: 670

To be honest, very many of those comments can be seen in campaign. Stalingrad mission had shocks in T1 and Zis in T3, and that monster vet 3 flamer ht is still there.

Generally, while improving the game by a lot, Relic also removed some very interesting things
21 Nov 2014, 23:01 PM
#62
avatar of Mr. Someguy

Posts: 4928

To be honest, very many of those comments can be seen in campaign. Stalingrad mission had shocks in T1 and Zis in T3, and that monster vet 3 flamer ht is still there.


That's because Campaign and Multiplayer units were different entities, so while MP are constantly changed, while SP units haven't changed since release, afaik. In theory that means you can see a 'snapshot' of a unit in it's original state by spawning the SP version on a test map in worldbuilder.

Note oddly enough this doesn't apply to the new Ardennes Assault campaign, which uses MP units and thus will change as they do. Only a small number of units (OKW MG 42, OKW Pak 40, and OKW 223 Radio Car) are exclusive to AA's Campaign.

Fun Fact: the OKW MG 42 us only 3 men but has higher suppression than any other MG, and OKW Pak retains the old 'fast' rate-of-fire.
22 Nov 2014, 00:37 AM
#63
avatar of pigsoup
Patrion 14

Posts: 4301 | Subs: 2

jump backJump back to quoted post21 Nov 2014, 22:16 PMBurts




Why do you have to come into this thread and try to stir up a flamewar?

I'm not talking about balance here, i think it's fairly easy to say that in the current game PPSH conscripts stand pretty much no chance againts LMG grens , that t-34/76 is vastly overshadowed by everything else including t-34/85s, is-2s and isu-152s.



oh nose! you've been baited!

remember the volley fire when WFA came out? oh that gloriously op ability.
22 Nov 2014, 00:57 AM
#64
avatar of Tobis
Senior Strategist Badge
Donator 11

Posts: 2307 | Subs: 4


Fun Fact: the OKW MG 42 us only 3 men but has higher suppression than any other MG, and OKW Pak retains the old 'fast' rate-of-fire.


I smell new warspoil commanders.
22 Nov 2014, 01:03 AM
#65
avatar of Mr. Someguy

Posts: 4928

jump backJump back to quoted post22 Nov 2014, 00:57 AMTobis
I smell new warspoil commanders.


Doubtful, these units were created for WFA.
22 Nov 2014, 01:10 AM
#66
avatar of dasheepeh

Posts: 2115 | Subs: 1

me playin this gaem
22 Nov 2014, 01:14 AM
#67
avatar of jellyd0nut

Posts: 171

I remember maxims pwning the hell out of everyone, and being a proponent of that. They are still decent but not nearly as good as they once were.
22 Nov 2014, 05:32 AM
#68
avatar of beemer8

Posts: 104

-Con's with cheep ppsh, + hit the dirt
-T34 battering rams because it was all they were good for, but cheep enough to do so :D
-old arty shell drop that could pin you in your base
-clown car-snipers
-pay2win
-call in meta that was the the same every game, (ISU-152 and ele)
-Su-76 barrage spam before Nerfed into oblivion (aka useless now)
-3-5 min t70s
-Flame ht rush.... oh gawd.
-the Kv8 -> really all flame wepons
-Remember when allies had a late game chance.... oh wait ;)
-The Su-85 Terror's (reverse full speed with extended sights) and all the pen/dmg
-Tiger Ace....
-con's vet 3 durability buff :D
-when ost T4 was horrid and not even an option
-All the changes to Arty, kat , wherfer + statics
22 Nov 2014, 06:01 AM
#69
avatar of DakkaIsMagic

Posts: 403

I remember maxims pwning the hell out of everyone, and being a proponent of that. They are still decent but not nearly as good as they once were.


I loved how they use to kill more than suppress. Good times.
22 Nov 2014, 08:48 AM
#70
avatar of Frost

Posts: 1024 | Subs: 1

PaK 40 and ambush ability for 3vet
And also, 8 man conscript squad with 6 or 5 rifles: D
22 Nov 2014, 08:50 AM
#71
avatar of Cabreza

Posts: 656

Remember when the SU-76 was actually useful?
22 Nov 2014, 09:53 AM
#72
avatar of Mr. Someguy

Posts: 4928

jump backJump back to quoted post22 Nov 2014, 08:48 AMFrost
And also, 8 man conscript squad with 6 or 5 rifles: D


Are you sure you aren't thinking of Eastern Front mod?
22 Nov 2014, 10:07 AM
#73
avatar of Bulgakov

Posts: 987

jump backJump back to quoted post21 Nov 2014, 22:16 PMBurts




Why do you have to come into this thread and try to stir up a flamewar?

I'm not talking about balance here, i think it's fairly easy to say that in the current game PPSH conscripts stand pretty much no chance againts LMG grens , that t-34/76 is vastly overshadowed by everything else including t-34/85s, is-2s and isu-152s.



It's because you only ever write the same thing "Allies UP, Axis OP" and do plenty of flamebaiting yourself.

You're never objective. If you just played more Axis, you'd see that the most imbalance in the CoH2 world is to be found in your posts. Just play axis, you'll see how wrong you've been. Don't be afraid of being wrong. Let go of your fear...
22 Nov 2014, 10:40 AM
#74
avatar of Aerohank

Posts: 2693 | Subs: 1

I remember when MG42 + 10% suppression bulletins pinned on the first burst.

I remember that soviet T4 in 1v1 was the safe option.

I remember when the KV-8 could ignite whole squads by looking at them for .05 seconds.

I remember when LeFH10.5 howitzers could fire non-stop at vet 3, when their cool-down was as long as their barrage time.

I remember when teching was preferable to stalling for call-ins, and heavy tanks were not seen every game.


Ahhh the good old days; the game has truly come far! But it is sad that with all their efforts, the game actually feels more repetitive and predictable than ever.
22 Nov 2014, 11:02 AM
#75
avatar of Australian Magic

Posts: 4630 | Subs: 2

I remember when you could see level of players at loading screen which caused rage quits :D
22 Nov 2014, 14:37 PM
#76
avatar of Frost

Posts: 1024 | Subs: 1



Are you sure you aren't thinking of Eastern Front mod?


No, it had been in alpha coh2
2 Mar 2015, 12:42 PM
#77
avatar of Winterfeld

Posts: 249

Remember when Soviet Industrie was seriously OP and allowe you to field multiple T-34 in the first 5-6 minutes!
2 Mar 2015, 13:03 PM
#78
avatar of Highfiveeeee

Posts: 1740

Ok just trying to remember something from back in the alpha.

- MG42 tore apart everything. No need for Grens because MGs suppressed AND did a hell of damage.

- Mortars where insanely OP killing everything.

- Priypjat was still in the map pool. Pripyat winter was a run for the MG nest in the middle. (Oh I miss these days).

- Driving over a fire pit was like AT Nade/Faust.

- It was not possible to build fire in a blizzard. It was also possible by pioneers only if I recall correctly.

- Sniper in Cars.

- Su85 was the ISU152 of the time.

- T34 ram did the same thing to the rammed tank as it does to the T34 today (always engine damage/destroyed AND cannon destroyed).

- Buildable Elefants and Tigers.

- Refreshing from freshly build bunkers (wasn't fixed out until the last patch)

- Cringeworthy animations after a win/loss ("You made the fatherland proud!").

- Three manned MGs, mortars and Paks as Ost.

- Flamer HT was THE BEAST (I want it baaaack) and unlockable with T2.

- 222 sucked so much, was OP some weeks and was nerfed to death again.

- Panzer 4 had an old model

- You could unlock commanders and bulletins with achievements.

- Noun ate a chili

- Soviets had barbed wire that could be crossed but only when crawling.

- Pioneers did as much damage as Sturmpioneers for some weeks.

- Early game screenshots: UI was green and blue (with ugly green soviet stars).

- ISU, Pak43 and Elefant had 100 Range.

- Map veto was not available, neither was a server browser

- Tank wrecks provided heat in blizzards (don't know if they still do now).

- S-Mines did good damage to mid tanks and were in fact able to kill a T70 driving through.

- Heavy weapons had no health bar.

- Fire from trees spread to other trees causing heavy lags when on screen (I think this is possible anymore but not sure).

- That strange bug where Weapon teams set up in exactly the different way they should facing their ass to the front.

- Blitzkrieg was the formula one in CoH. Panthers transformed into Lamborghinis for 20 seconds.

- All vehicles were at full speed the moment they started moving.

- Units in a M3 took no damage when the car was destroyed.

- Commanders and bulletins didn't provide a tooltip when hovered in the loading screen. You had to remember the correct images of the commanders you feared.

- Early in the alpha where everything blinked annoyingly (for example the VP counter)



WFA:

- OKW HQs all had to be connected (only one territory away to the next HQ/Base)

- sWs was OKW's early game heavy tank.

- Sturmpioneers had Shreks as far as I rememeber.

- Fallschirmjäger were way more durable.

- Kübelwagen only costed MP and no fuel.

- The image of inside the HQ's truck (the soldier on the truck's door) had a better resolution. You could even read the text on it.

- Sturmtiger shot exploded when hitting a branch.

- Squads could be cloned by manning a heavy gun while salvaging.

2 Mar 2015, 13:30 PM
#79
avatar of sluzbenik

Posts: 879

Grenpocalpyse 2014. I remember beating Cataclaw in 1v1 when Grens were so ridiculously OP at long range no con squad could get in range.

Weird Soviet wire. I miss the weird wire actually, that was innovative.

G43s actually countering snipers pretty well.

And when a Maxim could set up in front of an MG42 and win:

2 Mar 2015, 14:04 PM
#80
avatar of braciszek

Posts: 2053

When blitz could activate on a damaged engine...

When ridiculous vet system gave stuff super fast reload(at least i remember su-85 vet being stupid) and FHT could withstand multiple t34 shots at vet 3. Something like that...

When Overdrive was blitz for Soviet light vehicles.

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