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Thread: Thoughts on Panzergrenadiers30 Apr 2019, 19:44 PM
ok just read the 7.0 changes, with the nerf for the allied light transport vehicles I really think skiping the T1 building and tec rushing Pgrens gets more and more viable. In: COH2 Balance |
Thread: Thoughts on Panzergrenadiers30 Apr 2019, 19:19 PM
If most people dont skip the T2 building, ok, no change needed, but if they do I think my suggestion is resonable.
I never said they are better than pak for AT, I said it depends on the situation which one is better. Because of that I called them "fine". Thanks for your reply. In: COH2 Balance |
Thread: Thoughts on Panzergrenadiers30 Apr 2019, 17:07 PM
Shrecks are fine in my opinion, in the right situations they can be devastating. But they also have their weak points. If I feel defensive I use Pak40s as AT. (needs fausts or mines for optimal performance) If I feel offensive I use Shrecks as AT. (Needs other agressive units (Basic PGrens, G42 Grens and/or Pz4 for support). Additionaly I think a change in tec and building cost should be made with the new patch. Increase the cost for the first Tec from 100MP to 200MP, because now it gives you Pgrens without the building and reduces the risk of a T1-T3 rush (You can use the shrecks to survive until your mediums hit the field). To balance things out reduce the cost of the T2 building from 200 MP to 100 MP, because it lost the Pgrens and I fear many will skip it if it costs 200MP. Just my opinion. In: COH2 Balance |
Thread: June 23rd Patch23 Jun 2015, 22:23 PM
thx for the great work. But I have a feeling that Guards motor for Soviets and Elite Riflemen for USAF will be the go to doctrines for the Allies in 1vs1. In: News |
Thread: ISU-152 Overnerfed25 Oct 2014, 15:14 PM
I like the ISU and JT changes. About the light tank oneshoots. I think a buff to 400 HP for all light tanks would be fair (Pz2 Luchs has 400 already). In: COH2 Balance |
Thread: COH2 Volks & Grens, are so trashy in first 6 mins14 Oct 2014, 06:48 AM
If I’m not mistaken the MP upkeep of USF troops in COH1 was very high until you got the upgrades in the supply building. That means the WM had could afford to pay more for its troops because they paid less upkeep. In: COH2 Gameplay |
Thread: Rifleman Flamers7 Oct 2014, 21:54 PM
The Penal Flamethrower has a lower explosion chance if I remember correctly. Maybe just change the Riflemen and Assault engi Flamer to have the same chance like the Penal Flamer. In: COH2 Gameplay |
Thread: Just for a bug report6 Oct 2014, 19:00 PM
The building model is bugged, dmg to the door (Truck, grenade) instantly destroys the whole building. In: Replays |
Thread: Captain fuel cost5 Oct 2014, 23:59 PM
the captain is accommodated by two rear archelon, aside from the bazooka wielding riflemen, and that is way too much AI for the captain. The RE of the Cpt. use the Riflemen Garand, that means they are only RE by appearance. http://www.coh2-stats.com/small_arms/m1_garand_rifle_rifleman_mp In: COH2 Balance |
Thread: Caches, OP or not ?5 Oct 2014, 11:56 AM
The only thing that bothers me is the difference between the fuel and ammo cache. They douple the income that means 3 fuel or 5 mun. But all ressouce trade or call in abilitys trade 3 mun for 1 fuel. The OKW Truck trades 4 mun for 1 fuel or 1 fuel for 2 mun, that means it also is based around a 3:1 trade. Because of that the mun cache needs more than twice the time to give the player a payback for it`s price than the fuel cache. And if you have fuel to mun trade abilitys, fuel caches are always better than mun caches. In: COH2 Balance |
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A replay for bug reporting in the official forums.by: Hagen67483 map: Faymonville Approach1-1,134 -
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