For those of you upset there are no axis units on this list (besides ostruppen which I feel should not be on it) be greatfull. This list is not all allies out of pure bias, as it turns out there are a large amount of useless units in their factions.
As axis there are a few potentials that could be on the list, but none of them are utterly garbage like the SU-76 (Sorry RedXWings, you know its true ). The static artillery, the panzerwerfer, the flame halftrack. All of these units do have their place and actually can accomplish things unlike a bunch of the allies units such as the SU-76, irregulars, ppsh cons (why is it such a downgrade? ) Dshk, Thompson upgraded crews etc.
Profile of ilGetUSomDay
Post History of ilGetUSomDay
Thread: Opinion Poll: Least Useful Unit19 Apr 2015, 23:48 PM
In: Lobby |
Thread: What I don't like in OKW18 Apr 2015, 15:17 PM
+1 great post reflecting on the correct design flaw in a well written, well organized polite post In: COH2 Gameplay |
Thread: Blob nerf aura16 Apr 2015, 21:55 PM
I do not believe this is a very good idea. As said above, there are some logistic problems that would harm the game a lot. As for a solution to the blobbing issue I think there are two options, and only one is something Relic might possibly do. 1) make small arms a little more realistic by making models drop like flys out side of cover, that way blobs a moving get devastated by even only a few squads set up in cover. There is a reason in WWI casualties were so high, as it turns out they A-moved into the enemy too and look how that turned out 2) make machine guns kill. there were a lot of reasons in WWII that infantry combat changed, and why squads moved the way they did. A lot of it has to do with the fact that indirect explosives and machine guns kill in swaths if in the right conditions. One machine gun could easily slaughter a whole platoon if it had an ambushing position. My point is that right now gameplay wise we have a suppression tool, which is cool and all but it doesnt do jack shit against blobs simply because they get killed off by all the return fire. You all have seen a blob run at a machine gun in this game, in real life they would have killed half of them in the first burst. We dont need anything that drastic, but I feel if we made all Machine guns much more expensive (like on the pack howi/ infantry support gun level) and made them both suppression and killing tools bolbs would be halted in their tracks. I'm talking pre nerf Obers damage if you get caught out in the open. It wont solve all the problems, and will definitely cause more. But we have killing indirect fire, I think we need killing MGs In: COH2 Balance |
Thread: Ostheer, the never ending struggle16 Apr 2015, 17:54 PM
Clown cars and the ridiculous flame half track back then was hilarious. Remember burning retreating units like it was nothing I like how you picked the one thing, that is still consistently in the game even with all the other frustrating things Soviets had to deal with In: COH2 Gameplay |
Thread: Ostheer, the never ending struggle16 Apr 2015, 17:29 PM
He must of forgot how two weeks into launch they nerfed the shit out of Soviet T2 and buffed all of the Ostheer weapons teams. there were instant pinning mg42s, and T2/T3 where literally never seen because there was only one way to stay in the game which was sniper clown cars into the OP SU-85s. There were also Pgren blobs that were way worse than any blob today, as well as game ending flame halftrack This was soon fallowed by nerfing of SU-85s, where Soviets had to deal with then to Opel truck strafe spam that was released. this garbage continued until Soviets were brought back to being OP with the release of Windustry, but at the same time there was the newly released Tiger ace doc Later into the first march deployment when lieterally every axis unit was better than the Soviet units and pios were killing everything into the stale meta of march deployment part two call in meta begining where Soviets were considered OP only on the basis the ISU was way over powered and ignoring how the rest of the faction was trash. about this time Soviets got their T2 back to some degree. Enter WFA where the first week allies were way op due to USF AA halftrack, and everyone thought OKW was way under powered except a few far sighted individuals like myself. nerf USF and over buff OKW and we have the second worst time to play coh2 in the history of the game behind the part A march deployment patch. Kubel Jesus, truck pushing, and all of the glorious OKW units which didnt even really get adjusted (just the incomes and a price or so). Yea Allies were OP for like 2 months of the total life of this game In: COH2 Gameplay |
Thread: Ostheer, the never ending struggle16 Apr 2015, 14:43 PM
Soviet is easy-street. Gigantic mistakes can be made and still the soviet player will be OK. Comeback after comeback can be made at any point of the game. It's a no-fear faction. There's never any fear or worry when playing as SOVIET. Allies easy mode since release? Someone hasn't paid very much attention to what happened since In: COH2 Gameplay |
Thread: Ostheer, the never ending struggle16 Apr 2015, 12:04 PM
Newbie's point of view: SU is "idiotproof" if you know the meta and use it, other wise its definitely the least forgiving. Try using any of the commanders with no call ins (besides the anti tank docterine) In: COH2 Gameplay |
Thread: Ostheer, the never ending struggle16 Apr 2015, 11:51 AM
Ugh.. This game have come to remind me of warhammer fantasy the board game. In WH you might pick an army that isn't "overpowered" and can be beaten, the issue is that it is so easy to play and won with that most people do regard it as bullshit. Put in another way I have a friend who started out with a faction that required him to know what he was doing, he didn't do well so he switched to the Bo brainer faction - not op faction - and Im yet to beat him. HueHueHue Warhammer Fantasy such a great game (its been so much of my life) I agree with you, but a weakness of the gaming community in all forms is the human weakness. As it turns out most people are contempt, not very innovative, and lazy. Just like you said when they are beaten they view it as bullshit but a lot of that comes from them putting 0 effort into learning how to deal with it. I have seen it too many times, players who try fantasy out and instead of putting any effort forward they give up and go back to playing bro brainer space marines in 40k. Which "hard" and "easy" armies did he try? I'm guessing the latter was Chaos warriors In: COH2 Gameplay |
Thread: Conversion abilities destroy flow16 Apr 2015, 11:39 AM
At least the allies bs can be replicated by axis unlike the resource modulation. This is the point of the OP, not what you seem to think it is. I suppose you'd see that when you tear down your fence and stand in the middle looking at both sides. In: COH2 Balance |
Thread: Conversion abilities destroy flow16 Apr 2015, 11:22 AM
Oh my... Well he might have personal reasons for making this thread, but resource modulation is an issue and considering most players dont play ones, its something Relic should look into to make everyone happy. Opel fuel trucks were successfully fixed, they can do the same to all the other abilities that do something similar In: COH2 Balance |
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