Well if you can ensure you don't loose too many troops in the process, retaking the territory lost is not impossible. In particular if you can pull off some good moves in the process..No wonder there are no med bunkers in your games. Always thought you considered them useless or a waste of munitions which was strange to me.
As for med bunkers. They're a mental blind spot. Had the same issue with the Kampfkpraft center in CoH.
In the meanwhile. Episode 515 is up. Miragefla takes on Vipuks in a nasty tank battle on Kholodny Ferma :
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Email: nqevnapubat6(ztc)tznvy.pbz
Register Time: 29 May 2014, 11:03 AM
Last Visit Time: 10 Jul 2024, 23:48 PM
Broadcast: https://www.twitch.tv/Steel41
Steam: 76561198075800034
Residence: Malaysia
Nationality: Malaysia
Timezone: Asia/Kuala_Lumpur
Game Name: steel
Email: nqevnapubat6(ztc)tznvy.pbz
Register Time: 29 May 2014, 11:03 AM
Last Visit Time: 10 Jul 2024, 23:48 PM
Broadcast: https://www.twitch.tv/Steel41
Steam: 76561198075800034
Residence: Malaysia
Nationality: Malaysia
Timezone: Asia/Kuala_Lumpur
Game Name: steel
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Post History of steel
Thread: The Propagandacast.26 Oct 2014, 03:09 AM
In: COH2 Shoutcasts |
Thread: Obersoldaten and stuff26 Oct 2014, 03:06 AM
Obersoladaten- I don't care how expensive it is, it is not ok to have a unit that completely negates infantry thats just bad design, seriously everything melts to its LMG even in green cover, we're talking about a unit that can fight HMG's head on. Its especially worst for Soviets then Americans because their core infantry is alot weaker and doesn't have any way to scale in to the mid/late game. Guards use to be ok against them then the dp was nerfed (lol) because we all know Guards use to be op, shocks are very situational against obers, even with smoke grenades you will still probably lose because chances are the ober squad isn't alone and/or its on a open ground giving the obers time to reposition and shred shocks. Snipers would be ok, but once again people these days just blob obers with another squad and with volks/pfusiliers and snipers are useless vs blobs. Tanks are supposedly their weakness, but thats not the case because shrek volks blobs and reketen werfers combined with low health pool and armor of allied tanks means that obers won't really be effected by armor. Americans its not so bad because rifle men are pretty good and bars are getting buffed and airborn with m1919 or riflemen with m1919 are pretty good vs obers, but it is still something that needs to be looked at.Change LMG34 to be more reasonable. It's silly how epic anybody can become by picking up that gun of the floor. LMG- even with the so called "nerf" lmgs are still king of the battlefield as they have been since march, Every faction except the soviets, has a non doc lmg so they get shafted in this department (lets face it no one is going to be cautious about guards with dp's, and they're doctrinal) has a good lmg, the mg42, m34, and the bar. So they pretty much get to attack move every where with little to no micro requirements, while soviets have to use cheesy gimicks like maxim spam, sniper abuse, and the isu152. If relic gave the soviets a decent all round infatry the scales well in the mid/late game people wouldn't have to deal with constant abuse and come to the forums and cry how op snipers and the isu 152 are. Its not fair or fun to have to micro infantry around all the time while your opponent can just mow you down with his lmgs.My solution? 1. Change LMG to the old style where it was short-mid range weapon. 2. Make the LMG a flat dps at all ranges. Take the lowest and highest dps of the LMG and divide by 2. e.g.: LMG42 highest dps 8.2389 LMG42 lowest dps 5.6672 (8.2389+5.6672)/2=6.95305 Sounds like a reasonable number eh? I still prefer solution one though. And give one DP to the conscripts. In general the only faction that has a shitty tier design is the soviets( Agian), although i think ost t4 is still to expansive, but its espically bad for the soviets because it cost 120 fuel and 230 mp for t3 and t4 and soemthing like 120 seconds to build them. To make matters worst they all have lack luster units, the t34 has bad armor and health, its ROF was recently nerfed and it gets stomped by okw all of the time because of volks blobs and pumas (Puma is ridiculous by the way) against ost it not as bad, but its not worth using it against them ether, I can't even remember the last time I seen some one use it. The t70 is a good unit but comes to late, you might as well get a t34 for 30 more fuel, and the m5 haltrack is not worth it, the aa upgrade is decent but the unit it self just isnt worth it because it comes to late to, and delays a t34, so its in the same boat as the t70. t4 has the su76 which is just lol, the su85 has been consistently nerfed over the past year, while we seen the panther buffed recently and blitzkreig buffed as well, its time to give the su85 the buff its needs to remain competitive 120 fuel for a unit that has only at ability and its lacklust at that, it seems to like missing or just doesnt like to penetrate, the katyusha is a ok unit i seen it do ok in some games and awful in others.Make it more like the CoH1 US? Or make it so that the other building becomes cheaper once you build one of them. Cons LOL the king of kings, I'm going to dwell on this its been said time and time again, but I'll say this forcing players to play a faction with an infantry unit that cost 240mp and with 6 men that negates its so called " cheaper" myth that doesn't exist is bad faction design, they just end up bleeding you man power mid/late game because they don't do anything, they're just there to throw at nades at that point.One DP or maybe an SVT upgrade would do. Commanders again this has been said time and time again, the commander system is bland and boring, I hate to say this but why would you dumb down the coh1 commander system? it was perfect, just building on top of it and improving it, not only that alot of the commanders are simply terrible and need a over haul. Another user whiteflash made a perfect example of how the coh2 commander system should've been I can't find it though.Not sure what's the problem actually. Explain please. Call-ins Soviets being the main offender of this because of their bad stock units, Just revert them back to how it was in beta, for example the t34/85 was unlocked at 8 cp and you had to build t3 and build them from that, its a simple solution to this problem and will help solve alot of the core problems the sovets have with there stock units.T-34/85 as stock tank would do well. By 1944, T-34/85 was the standard tank. magic- I forgot about this point as well, units like falls and JLI popping out of buildings has to go, I don't know who thought that was a good idea , but it has to stop.Fallschirmjager, JLI and Stormtrooper should lose this ability. Leave partisans alone though. In: COH2 Balance |
Thread: commander faces origins26 Oct 2014, 03:05 AM
That amount of spoilers. What was that for? In: Scrap Yard |
Thread: BLITZKRIEG 325 Oct 2014, 12:55 PM
i had the first matches with an developer of Nival who gave me an IP for one hour and i can tell you that this is a fuckin awesome game!!!The asynchronous multiplayer? How was it? From what I understand it's like those Travian type games. Any synchronous multiplayer? Like CoH mp gameplay. And lastly, any NDA that keeps your mouth ? In: Other Games |
Thread: Major pop reduction25 Oct 2014, 12:26 PM
This I know. Yep, I just saw a replay where I was viweing as the AI, and I watched the area where in that match I set up my Major's retreat point. Popped up and persist in the fog of war. Useful. Now I can mortar barrage the place with precision accuracy. No wonder the OKW players always stuka zu fuss my major's location(I move everyone when I hear the rocket). I thought it was a spy telling them. In: COH2 Balance |
Thread: Major pop reduction25 Oct 2014, 10:51 AM
...You can see the Major beacon for the retreat point in the fog of war...You can? In: COH2 Balance |
Thread: Issues that plague a German player25 Oct 2014, 09:29 AM
As a mainly German player, here's what I have to say. Volksgrenadiers are very lackluster and die quickly for core infantry.. Sturmpioneers lost a lot of their capability when they basically got a range nerf. Fallschirmjaeger are just waaay too flimsy for the price you pay for a 4-man squad that clumpsI refuse to believe this. I haven't seen my teammate's volksgrenadiere die very fast. Sturmpioniere are still very good, you just don't rush them into 2-3 squads of anything better than RE and CE. I actually still think fallschirmjagers need to be nerfed(make them pay ammo for the FG42). Clumping is another issue and not balance related. I've never really seen my teammate's fallschirmjager being flimsy. If Volksgrenadiers are to be a "meat shield" to draw attention for superior closer range squads, they need to be more durable.They're durable enough. Look above. Volksgrens die quickly with or without vet, priests, ISU-152's Shocks, Rifles etc instagibbing them as soon as they come into view doesn't help.They cost 235mp. Surely they should not have an easy time beating units that cost more right? And the priest/ISU152 part is silly. They're still humans. Jaeger Lights are okay, but the doctrine they are part of kind of sucks, Ostwind is expensive and only good for a short time, comes in way too late. Everything on the Special Forces doctrine comes in way too late. LeIG for OKW sucks, right out.Scavenge doctrine has that artillery that can go on like forever. Complete area denial which can be used to block enemy from capping a VP. Only the Ostwind part I can agree on. LeIG18 still sucks. All arty sucks in this game except the B4, ML-20 and Stuka zu Fuss. The entire Elite Armored doctrine sucks, and the Panzer IV Ausf. J's are never worth getting, despite that they come obscenely late to make a difference.Relic could just swap out King Tiger with Panzer IV. KT goes to elite armoured doctrine. German MG's cannot suppress anything it seems and often don't fire until Allied units make it halfway through the long part of their firing arc!My experience tells me that MG42 supresses everything they shoot at. The part where they don't shoot instantly is annoying though. In: COH2 Balance |
Thread: Stat help please :) (antitank tatics at nade)25 Oct 2014, 07:26 AM
Tank Hunter Tactics RPG40 AT grenade assault Damage of one grenade:80 Penetration:100/100/100 short/mid/long Does not force engine critical if penetrates armour. Possible to cause a total of 480 damage. Drops to the dirt if misses. Regular AT grenade Damage of one grenade:100 Penetration:100/100/100 short/mid/long Force engine critical if penetrates armour. Possible to cause 100 damage. Homes in on target. You're welcome In: COH2 Gameplay |
Thread: Big CoH 2 General Feedback Poll no 2 25 Oct 2014, 01:03 AM
Salute. In: Lobby |
Thread: USA Balance25 Oct 2014, 00:48 AM
It would be boring to see one commander every game. In: COH2 Balance |
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