This is another replay showing how the forward HQ is very unbalanced in 2v2.
Mistakes were made on both my and my allies part, but there was virtually no way my ally and I could have destroyed this building, even after countless mortar barrages.
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Thread: Forward HQ on Semoisky2 Jun 2014, 00:35 AM
In: Replays |
Thread: Soviet Forward HQ is completely broken. 19 May 2014, 23:49 PM
Now, obviously this is not something that is seen often, as it's a paid commander, but I think this is completely unfair. The forward HQ as many of you know comes with the soviet Urban Defense doctrine. It can be set up in any building and re-enforces / heals your troops inside. I recently encountered this on Moscow Outskirts. I have uploaded the replay here: All that is required is 300mp and 60 fuel, which means if they spam conscripts it works perfectly, as long as they wait a little while to get molotovs / at nades. It also unlocks at 0cp for some reason, which means they can do this as soon as the battle starts, which to me does not make sense at all. It should at least be 2CP to setup. Please give it a watch. Notice how I took out one of his early conscript squads, but that did not matter. As soon as he enters the building, poof, the HQ pops into play. It is not possible to counter this strategy, especially if they get the HQ up on a cutoff point. Yet, nothing has been done. Relic has not patched this in ages, and I think it's time for a change. Germans have no counter to these buildings, aside from endless mortar barrages that miss 50% of the time, or a pio flamer, which requires your pios survive the squads surrounding the house and get 6+ flame shots off on it (unlikely unless they aren't guarding their forward HQ...) Pios cannot set demolitions without the right commander. Rifle Grenades aren't really a counter, but they still won't unlock till T2. Flame HT is not until T3, another counter not available. SCs are T2, but unless the Soviet player is a moron, he will have AT grenades by then. So, let's see, what exactly could a german player do to counter this forward HQ? Nothing. So, essentially, the German player has no counter to this building in the early stages of the game. How this has not been fixed yet is a complete mystery to me, considering this commander has been available for quite some time. In: COH2 Balance |
Thread: Soviet Forward HQ is broken.19 May 2014, 23:44 PM
This shows how completely broken this forward HQ ability from Soviet Urban Defensive Doctrine is. You have no counter as a german player. If they manage to get conscripts on your fuel cutoff point, you have no hope of winning. I have never encountered this until this match, and it is completely broken. In: Replays |
Thread: Honest opinions about Balance - Soviet adv10 May 2014, 22:11 PM
No, it's not. I've probably played close to 50 matches this patch (Mostly 2v2 and 3v3), about 20 as soviets, 30 as germans. I've encountered the ISU very frequently and yes, it penetrates the elefant every single shot. I've also used the ISU for a few of those matches. It does and if you don't believe me, try playing Jaeger Armor. The ISU is simply a better unit. It can penetrate any tank the germans have at the moment. In: COH2 Balance |
Thread: Honest opinions about Balance - Soviet adv9 May 2014, 23:46 PM
There's only two glaringly obvious things I see need changing in this game. I'm sure there are more smaller issues at hand, but these are the largest that need to be addressed by Relic sooner rather than later. 1) ISU-152 needs to be reversed to its previous state. I used it a lot back when no one used it, and thought it was just fine. It still wiped infantry squads occasionally, and it could damage most axis tanks, even the elefant, though it didn't penetrate every shot 100% like it does now. This needs to be fixed. It's scatter should be nerfed to how it was before. Overall, it's just a gamebreaking unit presently. At vet II, it has a 6 second reload! 6 seconds! That needs to be adjusted asap. 2) Soviet TM-35 mine - It should not be squadwiping fresh, brand new panzergrens / grenadiers. This is simply unacceptable as a tradeoff - 30 munitions to kill an entire squad? Its AI needs to be nerfed into oblivion, with perhaps a slight munitions increase to 35 or so. The advantage should be that they are cheaper than other AT mines, but have the disadvantage of being set off by infantry. They should remain an AV mine first, and have a very small AI capacity. Also, on a side note - this Katitof guy needs to stop shitposting in every thread he enters. You have a right to your opinions, but every single thread I see this guy post in devolves into back and forth nonsense, "L2P" "1v1 me u bitch" type antics, etc. There's also the fact that someone that has barely played 150 matches total (he's not even rank 100 yet, almost a year after release?) is dictating that their view of the game superior to people who have thousands of matches played. You spend more time posting on here than actually playing the game. In fact you have over 7x the amount of posts here as games played. In: COH2 Balance |
Thread: Soviets still have no infantry based AT8 May 2014, 04:23 AM
Let's see... - Conscripts get AT nades. - Guards Rifles have the PTRS which while not panzershreks, can still damage soviet armor albeit at a slow rate. Also unlocks Button. - Irregulars have AT grenades. - Partisans have Shreks if you get them. Let's compare this to germans: - Ostruppen and Grens have panzerfausts. - Panzer grenadiers have Panzershreks. That's it. Soviets actually have more infantry squads with AT capacity than the soviets. So, essentially what players that complain Soviet have no AT options are crying about is them not having access to Panzershreks, which are basically useless currently due to the speed at which panzergrenadiers now die due to their lack of armor. In: COH2 Balance |
Thread: soviet mines - squad wipes8 May 2014, 00:00 AM
Every other match I'm experiencing squad wipes to soviet mines. Last match I just played I lost two panzergrenadier squads fresh out of T2 to mines placed on pathways. This is simply unacceptable relic. 30 munitions to bleed your enemy 340mp? How is this considered fair? In: COH2 Balance |
Thread: Poor MG42 vs Rich MaxPin!7 May 2014, 04:46 AM
I have to agree, after playing Germans for a while recently, the MG42s suppression just isn't as good as the Maxims. Maxim spam still exists, and I can't count the number of times I've seen it recently. They are very hard to counter, not impossible of course, but very difficult. I think the MG42 needs a decrease in setup time, I think it's at 3 seconds now and should be decreased to ~2.5 or so. I can't count the number of times a con squad just oorahs directly towards the mg42, tosses a molotov and you lose 2 units before you can even relocate the thing. In: COH2 Balance |
Thread: soviet mines - squad wipes7 May 2014, 04:40 AM
Why are people even comparing S-mines? S-mines have four signs around the perimeter that you can clearly see. Unless you aren't paying attention and walk right into it without retreating, there are indicators that the minefield is there. The only thing I would change about S-mines is a slight increase to build time, like 1 second per mine. They set up just a little too quickly. As for the soviet mines, I too have experienced squad wipes while playing Germans. A well placed soviet mine, such as on a fuel or cutoff point, has wiped full health, 4 man gren, mortars, and panzer gren squads that I have fielded. I think the AI capabilities of the soviet mines need to be toned down quite a bit. They should be killing at most 2-3 men from the squad, with 3 men being a 10% chance or something. The majority of times they should only kill 1-2 men from the squad. Germans do not have mines of their own that are equivalent. S-mines are rarely used, as Germans have much more important uses for munitions. Most of the time I only ever build S-mines if I am completely dominating the game, and have plenty of ammo to spend on defense. Another thing, most of the time the squad wipes occur before you even realize the enemy team is using mines. That means that you often won't even have the minesweeper ready yet, or are saving munis to upgrade your grens / for shreks, rifle nades, etc. This happened to me yesterday during a match on Semoisky where I pushed the enemy off a fuel point, moved my fresh ~90% health grens in and boom, instant loss of a gren. This can be devastating for the Germans in the early game. There's no way a 30 munition ability should be able to completely destroy a 240mp squad. In: COH2 Balance |
Thread: Stuka Dive Bomb7 May 2014, 04:29 AM
You have around 6 seconds to move your units before the bomb hits. The noise is loud enough to completely move out of the way before it hits. Adding smoke would just be nonsensical, as the noise is already a clear indicator of where the bomb will land. Once you hear it, you should move every single one of your units in the vicinity. There is ample warning and time to move your units. Relic has never addressed this in the past because it really doesn't need to be. It's still expensive at 160 munitions, and it doesn't unlock until the very late game. I don't see any real issues with it. If you're complaining about air recon, that means it is costing the German player 240 munitions to bomb a single target. Recon is not free. Also, the Stuka bomb is only available to four commanders, and only two of those have air recon - Jaeger armor and Close Air support. In: COH2 Balance |
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VS[Vik] Moscow one handed grandpa boyka_gus SeR PrODildoreTheBarbarian Admiral Adama Xampoo - Coh2 istá balaciado RommelUSF Cheater?by: Flyingsmonster map: Unknown2-1,172
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