Axis lights buff = guards doc every game
Posts: 1487
Same units
t70 luchs - 80 fuel difference
m5 flak - 45f 120muni
etc
Posts: 871
Posts: 2396 | Subs: 1
P.S. I hate to agree with the OP which is the sum of all COH2 bias but this time he's right.
Posts: 1487
It will also be a nerf to skill level of this game
Posts: 109
Posts: 378
m5 flak - 45f 120muni
Wehr HT flamer reduce to 90 ammo while its counterpart remain the same cost.
As usual, Relic balance.
Posts: 571
Wehr HT flamer reduce to 90 ammo while its counterpart remain the same cost.
As usual, Relic balance.
Then again, the Wehr HT flamer does not suppress.
Posts: 378
Then again, the Wehr HT flamer does not suppress.
But can clear building in single burst.
Posts: 17914 | Subs: 8
Then again, the Wehr HT flamer does not suppress.
No, after all the buffs it outright kills
If you won't notice it coming for your garrisoned HMG/squad, you'll instantly lose it.
Posts: 658
No, after all the buffs it outright kills
If you won't notice it coming for your garrisoned HMG/squad, you'll instantly lose it.
Damage vs garrisons from 1.25 to 1. Yep, seems like a buff...
Posts: 1890 | Subs: 1
222s still die to 2 ATG shots IIRC and mines still do the same amount of damage in the preview mod. I've had good success using Radio Intercept doctrines - soon as you see that first 222 you can tech AT grenades ahead of time and get an AT Gun. It really undercuts that initial shock value. Furthermore 444 and 666 swarms tend to traffic jam up if not microed well... ATG really shines there if placed near pathing blockers. Compared to Brits Soviets have it easy really.
Posts: 47
I don't get what the purpose of penals is. It's pretty much the most flavor-less infantry unit in the game. I thought it would be pretty cool if they were redesigned to be something in the vein of Osttruppen - cheap and weak cannon fodder.
Posts: 17914 | Subs: 8
Damage vs garrisons from 1.25 to 1. Yep, seems like a buff...
That still means that 2 bursts/1 burst+dot are enough to wipe a unit and since it starts to shoot 1 second faster, TTK vs garrisons got improved.
Consider ALL stats
Posts: 593
fanboys hate to hear this brought up. everyone knows how strong the flame is but they make it seem like its UPed
But can clear building in single burst.
Posts: 593
It's why Guards should replace Penals as a T1 unit. SU severely lacks non-doctrinal AT infantry. It would pretty much deem conscripts useless, though - it could be prevented by giving non-doctrinal PPSh upgrade packages to conscripts.if su got guards as t1 unit omg.. im banging anyone everyone game
I don't get what the purpose of penals is. It's pretty much the most flavor-less infantry unit in the game. I thought it would be pretty cool if they were redesigned to be something in the vein of Osttruppen - cheap and weak cannon fodder.
Posts: 1890 | Subs: 1
Posts: 1276
Posts: 505
Posts: 179
Still think the 222 at 15 fuel is too cheap for how it performs lol.
Yeah, upping it to 20 or 25 will make it all the better
Posts: 571
No, after all the buffs it outright kills
If you won't notice it coming for your garrisoned HMG/squad, you'll instantly lose it.
HAHAHHAAHAHA no.
You lose it even if you see it coming (Personal experience as someone who would use it when Maxim spam in building happens) )))))))
(I mean suppression against targets on open field though, since a sufficiently dense conscript blob can brave the flames to throw AT nades :/
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