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russian armor

June 21st Balance update

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16 Jun 2016, 19:34 PM
#61
avatar of Omega_Warrior

Posts: 2561




Is it really possible for a goliath to get close enough to explode on an emplacement? How does that happen?

bofors is the only one that can defend it's self. You can drive right up to the mortar and at emplacement as long as no infantry get in your way.
16 Jun 2016, 19:34 PM
#62
avatar of RedT3rror

Posts: 747 | Subs: 2

jump backJump back to quoted post16 Jun 2016, 18:49 PMMeist
Why in the world is anyone opposed to units coming from production structures as opposed to off-map?


There is no gain in it. Everyones units will come later so it hardly makes anything better. The dark side on the other hand is how this ruins teamplay, especially in 3v3+. It negates any kind of power concentration/shifting since the players are now strictly bound to their random spawn-position.
16 Jun 2016, 19:35 PM
#63
avatar of OuTLaWSTaR
Donator 11

Posts: 453

Thanks for the update.
16 Jun 2016, 19:36 PM
#64
avatar of Budwise
Admin Red  Badge
Donator 11

Posts: 2075 | Subs: 2



Is it really possible for a goliath to get close enough to explode on an emplacement? How does that happen?



Not really. I've been experimenting with Goliaths the past week and they're extremely fragile to small arms, like melting fragile. You really have to have them in position and ready to blow or else you'll probably just waste 100 muni if you try to move them at the last moment more than a few feet. They're also extremely clumsy and slow and don't get road speed bonuses making a rush on an emplacement kinda a joke. If you ever get a Goliath close to a Bofors the other player should leave just for allowing that to even happen. Hell you can't even get a P4 close to a Bofors without taking serious damage.
16 Jun 2016, 19:46 PM
#65
avatar of Intelligence209

Posts: 1124


bofors is the only one that can defend it's self. You can drive right up to the mortar and at emplacement as long as no infantry get in your way.


And when was the last time you seen a motor pit without a bofers... or infantry surrounding it.. don't forget that alien forcefield that will cancel the golioth out period.. locked behind a useless commander as well. (Golioth)
16 Jun 2016, 19:48 PM
#66
avatar of capiqua
Senior Mapmaker Badge

Posts: 985 | Subs: 2

I think the bugs are known from 6 months.
- JPIV camopredator
- Stun nades
- Tommies vet3

Relic include them in the patch 21June, pls
16 Jun 2016, 19:49 PM
#67
avatar of Intelligence209

Posts: 1124

Knowing relic, his is probably the last patch till the fall, I give it to mid July early August before this game is back to the state it's in now.. 2,500 player count, see you in 6 weeks..
16 Jun 2016, 19:54 PM
#68
avatar of Rappy

Posts: 526

Its pretty clear that the Relic chieftains favourite faction is the Brits. They buffed the counter battery timing again from the balance preview that already made no meaningful difference to the bull. Added back Cromwell hypercrush. Oh well. At least they reduced post blob infantry sniping.
16 Jun 2016, 19:54 PM
#69
avatar of Archont

Posts: 96

jump backJump back to quoted post16 Jun 2016, 17:29 PMwuff
JUNE 21st BALANCE UPDATE


BIG thank you, Relic!

If you are sensible for popular ideas, so it's a tip from me, you should read this: https://www.coh2.org/topic/53542/please-bring-back-some-older-sounds

It is also popular in German forums, i observed (CoH HQ)
16 Jun 2016, 19:56 PM
#70
avatar of Rappy

Posts: 526

Also for those wondering how you get goliath next to an emplacement, you need to ask favours from an ost teammate who can create a puff of smoke. Otherwise, shit outta luck.
16 Jun 2016, 19:57 PM
#71
avatar of Budwise
Admin Red  Badge
Donator 11

Posts: 2075 | Subs: 2

Please don't quote the entire OP lol.
16 Jun 2016, 19:58 PM
#72
avatar of Adrien_Fowl

Posts: 47

I am pretty happy with this patch. This is what I was waiting for, so I might come back to COH2 again!
16 Jun 2016, 19:58 PM
#73
avatar of Rappy

Posts: 526

Oh bloody hell. Please one of the mods remove post 69s quote of the entire changelist.

Edit: Thanks
16 Jun 2016, 20:06 PM
#74
avatar of Wygrif

Posts: 278

Now that fortification has the howi. OKW sim city is probably better then UKF sim city.

mortar pit + bofors + 16pd < lefh + Flak HQ + pak 43


I think a lot of folks are missing the impact of this on Brits. LeFH is the sim city ender.
16 Jun 2016, 20:10 PM
#75
avatar of Rappy

Posts: 526

Shame the lefh comes in an otherwise underwhelming doc for okw. Does anyone ever build pak43's? So easily decrewed and turned against you.
16 Jun 2016, 20:17 PM
#76
avatar of Hans G. Schultz

Posts: 875 | Subs: 2

jump backJump back to quoted post16 Jun 2016, 20:10 PMRappy
Shame the lefh comes in an otherwise underwhelming doc for okw. Does anyone ever build pak43's? So easily decrewed and turned against you.

With a giant super-powerful 3.7 cm flak guarding it? I don't think so.
16 Jun 2016, 20:18 PM
#77
avatar of Omega_Warrior

Posts: 2561

jump backJump back to quoted post16 Jun 2016, 20:10 PMRappy
Shame the lefh comes in an otherwise underwhelming doc for okw. Does anyone ever build pak43's? So easily decrewed and turned against you.
I see them all the time in 2v2+. They can be real hard to deal with for the allies if they have no heavy arty, especially so on the OKW who have the flak HQ to protect it from infantry. Rocket arty doesn't even work because it will simply be remanned.

It's especially difficult to deal with for USF's rifle, heavy cav, and airborne commanders who lack any sort of call-in arty or unit and even the M8 gets outranged by it.
16 Jun 2016, 20:19 PM
#78
avatar of Zyswen

Posts: 149 | Subs: 1

freaking nice patch :hyper:
16 Jun 2016, 20:23 PM
#79
avatar of PencilBatRation

Posts: 794


With a giant super-powerful 3.7 cm flak guarding it? I don't think so.
:lol::lol::wave:<444>3


But leFH combined with zeroing arty = everything ded
16 Jun 2016, 20:33 PM
#80
avatar of BlobSponge²

Posts: 32

Little bit lukewarm...

Happy for russia tanks improvement, but sad for removing random critical engine (either from mines or others reasons) and my zooky captain. :huh:

IMO, randomization is a good levelling modifier. Mines are good things to break an offensive's opponent, as they can break engine and vehicle speed indeed.

For me, remove the random lead to predictable stuff...

Remember the time when you can break tracks and see the tank immobilized and needed engineers... :*(
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