got it... Maybe a small fuel increase. 5-10 Fuel?!
No, the thing can't carry personnel and it is far too flimsy, the only thing it's good for is to suppress in the very early game and then die.
Posts: 432
Thread: Are kubelwagens OP12 Sep 2014, 14:25 PM
got it... Maybe a small fuel increase. 5-10 Fuel?! No, the thing can't carry personnel and it is far too flimsy, the only thing it's good for is to suppress in the very early game and then die. In: COH2 Balance |
Thread: Victory by a hair.12 Sep 2014, 13:52 PM
We probably should not have won this one, my mates and I were discussing this heavily how we were being overwhelmed so often, but in the end we overcame the hordes of Soviet tanks and infantry and eventually pushed them back into their base. Yes, I'm the one who's normally the rage clown, this time it was Scott the Giant Dick.. though we've come to expect it of Scott... Paranoia and I that is. In: Replays |
Thread: Something needs to be done about blobbing.12 Sep 2014, 13:48 PM
Dat 3x Shocktroop blob tho. In: COH2 Gameplay |
Thread: kubal has been buffed can we plz fix this truckpushing 12 Sep 2014, 13:44 PM
Who the hell pushes with trucks anymore? Nobody does this unless they are trolling or looking to lose their truck in which case more power to them. Seriously, it's low that you would express non-realistic scenarios in an attempt to get the OKW nerfed to a new low. In: COH2 Gameplay |
Thread: So Sturmpioneers... what do?12 Sep 2014, 12:04 PM
Relic already stated they want them to be a midrange combat unit, this "nerf" was to give them better utility at that range, and also a (Very small) survivability buff. Problem with that idea there champ is that they do NOT do enough damage at midrange to deal with close combat troops or even rifle troops, they don't do enough damage period unless they are IN YOUR FREAKING FACE. So yah, can't fill out that mid ranged role very well... they are mediocre at best. Another glaring issue is that the Axis factions have just about zero strong close combat units as they are, which is sad because they pioneered the idea of mid to close range combat with their ingenious weapon designs from the MP-40 through to the STG-44, they were close quarters kings, and they outfitted many groups with rifles AND automatic weapons as force multipliers. In: COH2 Balance |
Thread: Ninja changes for 9.9 patch12 Sep 2014, 08:58 AM
Thou art not holy enough for mine site to bear. Ye must have the devilish sins of apathy and wrath purged from ye, or thine soul shall surely perish into thine flaming pit of Hell! Amen. Nothing wrong with the kubel, it is now where is supposed to be. The only problem that OKW has right now is the sturmpio nerf. It's not ok to be obliged with a 4 models squad without armor, which costs alot and takes forever to reinforce, to be obliged to charge into almost melee combat. At least, speed up the reinforcement time, and lower a little the reinforcement cost! This, Kubels fine, hell with a little finesse it was okay-ish before. I used it almost every game. Sturmpioneers on the other hand are not okay. In: COH2 Balance |
Thread: The buffed Assault Engineers12 Sep 2014, 08:54 AM
You mean bitch and moan about it until Relic crumbles to the pressure and nerfs them into the ground? Edit: Ah! Strummingbird beat me to it! In: COH2 Balance |
Thread: So Sturmpioneers... what do?12 Sep 2014, 08:50 AM
I'd just hope this is the kind of thing Relic would work quickly over since it is absolutely 100% not okay as it is. In: COH2 Balance |
Thread: So Sturmpioneers... what do?12 Sep 2014, 05:23 AM
With the recent nerf we've found that Sturmpioneers are no longer "Assault Pioneers" (Sturm = Storm or Assault in German) We've also found by graphs that they have an extremely narrow effective window against really anything before the effective ranges of other units between American Rifles and Assault Engineers / Shock Troops, really anything close quarters. The patch notes showed that the close quarters or maximum damage range for Sturmpioneers has been adjusted to range-3 from the original range-8, while American Assault Engineers and Shocktroops were moved to a close range (read as max damage range) of range-10! So what this tells us is that while any other SMG squad moves in to assault these former Assault Pioneers, they will have been in their max damage range 7 times over before closing in to facehugging range for 3 that the Sturmpioneers need to do effective enough damage to force them away. This also means that if one so chose, they could have their SMG squads sitting back further and doing more damage than Sturmpioneers could! Because Max Damage at Range-10 > Max Damage at Range-3. In: COH2 Balance |
Thread: The buffed Assault Engineers12 Sep 2014, 04:08 AM
actually assgrens and sturmpios are better than assault engineers at medium and long range. (at least in terms of DPS) That may be true in theory craft but in reality those Assault Engineers are going to practically sprint up to their intended range while Assault Grenadiers and Sturmpioneers don't do even close to enough damage at range to force them away because of that huge damage drop off. GG Relic. In: COH2 Balance |
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