Fall Balance Preview
Posts: 712
Dont forget to fix this one too, it needs to be like the coh1 forward hq, it needs to be capable and it shouldnt be able to convert a building into a fhq if it is in enemy or disconected territory
https://www.coh2.org/replay/62481/urban-defense-soviet-commander-comand-post
Posts: 1740
So you toss salads offen?
Please tell me wtf is wrong with that.
You don't really know what is good unless you try it mate.
Posts: 2636 | Subs: 17
Dont forget to fix this one too, it needs to be like the coh1 forward hq, it needs to be capable and it shouldnt be able to convert a building into a fhq if it is in enemy or disconected territory
https://www.coh2.org/replay/62481/urban-defense-soviet-commander-comand-post
We didn't forget about FHQ; the scope did.
Posts: 1220
We didn't forget about FHQ; the scope did.
Thanks god, dont change that. This commander is funny to use.
Its not win button just high risk and high reward. U risk all your fuel to rush your enemy whats wrong with that ?
Posts: 5441 | Subs: 36
Thanks god, dont change that. This commander is funny to use.
Its not win button just high risk and high reward. U risk all your fuel to rush your enemy whats wrong with that ?
Indeed.
Dont forget to fix this one too, it needs to be like the coh1 forward hq, it needs to be capable and it shouldnt be able to convert a building into a fhq if it is in enemy or disconected territory
https://www.coh2.org/replay/62481/urban-defense-soviet-commander-comand-post
Well you are 3 Wehrmacht pls...
Image you had 1-2 okw player with you
How to play vs it:
Mg42 with Wehrmacht mortar into Flamerhft
1 OKW heal so you can reinforce as well
1 Stuka for killing all units or the house
Posts: 712
Indeed.
Well you are 3 Wehrmacht pls...
Image you had 1-2 okw player with you
How to play vs it:
Mg42 with Wehrmacht mortar into Flamerhft
1 OKW heal so you can reinforce as well
1 Stuka for killing all units or the house
I know Sturmpanther how to counter this, we won but comparing it with the frp or ambulance, it is not balanced Watch the replay provided, key buildings are rushed and converted into fhq, theres nothing you can do, needs to be changed
Ps: you agreed with a guy who has this playercard https://www.coh2.org/ladders/playercard/steamid/76561198034233501
Posts: 5441 | Subs: 36
I know Sturmpanther how to counter this, we won but comparing it with the frp or ambulance, it is not balanced Watch the replay provided, key buildings are rushed and converted into fhq, theres nothing you can do, needs to be changed
Ps: you agreed with a guy who has this playercard https://www.coh2.org/ladders/playercard/steamid/76561198034233501
well they had the houses because of 3 wehrmacht : no sturmpio^^
Btw new for me: You are playing 3vs3 random oO or 3at?
Posts: 712
well they had the houses because of 3 wehrmacht : no sturmpio^^
Btw new for me: You are playing 3vs3 random oO or 3at?
Its not fair having to play with certain factions to be able to counter it, it should be balance no matter what faction you are playing, i was the only who made the flame ht, do you thing my mates could have won without the flamer haltrack?
Im playing randoms
Posts: 1124
Posts: 5441 | Subs: 36
The soviet FHQ is outright broken on some maps, especially on maps with buildings that are near indestructible, it's a snowball effect, especially on narrow maps
And still high risk from allies.
Image you had 1-2 okw player with wehr together.
How to play vs it:
Mg42 with Wehrmacht mortar into Flamerhft
1 OKW heal so you can reinforce as well
1 Stuka for killing all units or the house
Posts: 1124
And still high risk from allies.
Image you had 1-2 okw player with wehr together.
How to play vs it:
Mg42 with Wehrmacht mortar into Flamerhft
1 OKW heal so you can reinforce as well
1 Stuka for killing all units or the house
Normally there are 120mm supporting, guards, light AT guns to fend off light vehicle rushes from Axis.
Yea Stuka is there, I agree, as well as mortarHT. Usually met by Stewarts/t70s sometimes even partisans..or simply AT nades from cons.
I do understand my above statement includes multiple commanders all from SU.
And sometimes it is the case especially in 3v3s. Sometimes there is even a bit with a sim city nearby to support.
But hey I guess you know it all right. Your the pro. What you says go and it's as easily done as it is said.
Posts: 2742
And still high risk from allies.
Image you had 1-2 okw player with wehr together.
How to play vs it:
Mg42 with Wehrmacht mortar into Flamerhft
1 OKW heal so you can reinforce as well
1 Stuka for killing all units or the house
So the solution is faction choice... like commander loadouts: something players have no control over past the loading screen. Fun.
Posts: 5441 | Subs: 36
Normally there are 120mm supporting, guards, light AT guns to fend off light vehicle rushes from Axis.
Yea Stuka is there, I agree, as well as mortarHT. Usually met by Stewarts/t70s sometimes even partisans..or simply AT nades from cons.
I do understand my above statement includes multiple commanders all from SU.
And sometimes it is the case especially in 3v3s. Sometimes there is even a bit with a sim city nearby to support.
But hey I guess you know it all right. Your the pro. What you says go and it's as easily done as it is said.
I'm fine with make Forward hq need connection to allies base. But it was out of scope atm
Posts: 1124
I'm fine with make Forward hq need connection to allies base. But it was out of scope atm
Orrrr. Simply only buff the owners units. That would make it fine imo. Keep all current stats. Just reduce buffs to owner
Posts: 13496 | Subs: 1
For instance this changes:
• OKW Battlegroup unable to reinforce if cut-off from friendly territory.
make should affect FHQ also...
Posts: 8154 | Subs: 2
Orrrr. Simply only buff the owners units. That would make it fine imo. Keep all current stats. Just reduce buffs to owner
If we go this route, that should apply to ALL commander aura buff type of units. Instead, applying same changes as FRP should be a start.
Improving some other aspects of the FHQ (accessibility/cost) while removing things like the damage modifiers should be better. Damage modifiers are bad bad bad...
Posts: 3602 | Subs: 1
well they had the houses because of 3 wehrmacht : no sturmpio^^
Btw new for me: You are playing 3vs3 random oO or 3at?
Wait, are you telling us that Ostheer players can't send their first Pio into houses before building their T1?
Soviet players do it all the time vs OKW.
Anyway, I also think all FRPs should be connected to base territory to be deployed and be functional.
Posts: 5441 | Subs: 36
Wait, are you telling us that Ostheer players can't send their first Pio into houses before building their T1?
Soviet players do it all the time vs OKW.
Anyway, I also think all FRPs should be connected to base territory to be deployed and be functional.
This was about Weht pio vs Ettap / IS/ Soviet pio
Posts: 464
Can i ask what did they change at the Mechanized Company?
I'm really excited to play Mechanized if these changes go live, where sending back Lights to tech up will be good, because the Jakcson will not be able to carry.
Posts: 5441 | Subs: 36
Can i ask what did they change at the Mechanized Company?
https://community.companyofheroes.com/discussion/244194/fall-balance-preview-changelog
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