Change the arc back to what it originally wise, and lower the cost 10mp. It’s still so ridiculous on so many maps, especially since they are so damned hard to kill, unlike the MG42 which almost always dies on retreat if they catch a Moloto or have 2 models or fewer left..
I wouldn’t say anything else needs changing, the problem is OKW has problems getting around multiple maxims to toss a nade whereas Ostheer can rifle nade while suppressed. Can really not see why anyone thinks they need to be cheaper unless slightly nerfed, Soviet has no problem ever with manpower. Alternatively, you could raise the cost of the Zis so light vehicles are more of a problem for them.
Profile of sluzbenik
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Broadcast: https://www.twitch.tv/sluzbenik1
Youtube: https://www.youtube.com/user/sluzcast/videos
Nationality: United States
Broadcast: https://www.twitch.tv/sluzbenik1
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Post History of sluzbenik
Thread: Dropping mp price on the maxim and the soviet mortar.12 Jan 2019, 05:35 AM
In: COH2 Balance |
Thread: Wishlist for 20191 Jan 2019, 07:46 AM
I want cons to throw Molotovs as fast as every one else throws nades. Cons suck, but they're cheap and fine other than this. Toss speed was fine back in 2015 when we were still in casual arcade RTS mode, but since EVERYTHING has to be faster now, and COH2 at the semi-pro or better level is basically nothing but reaction times and screen switching speed, why can't cons just toss the damn things faster? I also want them not to nerf T34-85s. I don't care what else they do, but don't ever screw with my favorite unit. And since we're wishlisting, I still hate garrisons and would like to see them be somewhat weaker. Brits are just too aggravating in so many situations. Is it balanced now? Maybe. Are they still making for overly frustrating gameplay and heaps of unfun on many maps? Oh yes. I'd also like to see retreating units get more buffs to reward aggression and allow the player that's winning to keep winning. The goddamn retreat-path cut-off game is the most annoying crap ever and just leads to these ultra-careful games where no one takes chances and ends up relying on indirect because EVERYTHING ELSE IS TOO FRAKKING RISKY. Whilst I can't think of any other specifics, I am all in favor of any game changes that reward risk-taking, wide flanks, and ambition. I think the game punishes the aggressor far too much now. In: COH2 Balance |
Thread: So people are still okay with Sturmpios?20 Dec 2018, 19:06 PM
@sluzbenik Oh, yes, I'll just make an M3 with a flamer because that's classy and strategic. Then I can just chase his sturms back to base till they die. Never mind, I'm just bored of the game and the 5 year old mechanics. In: COH2 Balance |
Thread: So people are still okay with Sturmpios?20 Dec 2018, 17:16 PM
To clarify, that's my opinion on design. I like COH2 best when its about positioning and using ranges and cover correctly, rather than bumrushing stuff. Sturmpios are the snowball that rolls downhill, you need to blob your units to deal with sturmpios early, but if he is blobbing volks + pios, you need 3 units, and it just escalates from there. Contrast that "dance" to conscripts vs grens + mg. Which is more interesting and involves more thought rather than just fast reflexes and "blob" command groups? Imagine what the game would have been like if people had to think more and there wasn't an annoying high DPS squad to have to deal with first thing, sturmpios make for less maneuver and more arcade action. In: COH2 Balance |
Thread: So people are still okay with Sturmpios?20 Dec 2018, 07:23 AM
From a design perspective, no, they're not ok. From a balance perspective they are ok. They're irritating little gremlins. Would have liked to have seen OKW start with an MP40 volks squad, or some combination of short and mid range infantry units that would be balanced vs the other factions, but Lelic thought a gremlin troll squad would be more fun. In: COH2 Balance |
Thread: Must-have for CoH 315 Dec 2018, 18:03 PM
It would be really cool if hovering the mouse over unit would show all the relevant stats (damage received percentage that would vary with cover/unit stats, DPS at different ranges.) That's all you really need to see, that's only 4 extra bits of info on the screen. It'd be a little tricky because weapons types are so mixed in a lot of squads but an estimate would be better than nothing. In: Lobby |
Thread: Voice of Karan S'Jet become Relic COO15 Dec 2018, 17:41 PM
Damn, that voice does not go with that look. She sounds like a normal nice person but looks like a hardcore feminist lol. Someone feeling threatened by successful smart women lol? In: Lobby |
Thread: Must-have for CoH 315 Dec 2018, 17:38 PM
Yeah, that's the point that guy made in that video about COH2 that's in trending. There is really no way to understand this stuff currently. I have been playing since release and I have no idea what the really optimal ranges are for infantry. A few people have made videos but they're hard to find, and I'm sure even fewer people know what the ranges really mean in terms in terms of screen distance. What is short, medium and long? I sort of have a feel for it after years of playing but this knowledge only matters briefly, as most people win infantry rights by outnumbering units, nades to deny cover and/or focus fire, not with using ranges properly. Generally noobs just need to know most Axis units are better at range without SMG upgrades. Allied noobs just need to learn to be patient for their units coming out of base to catch up so they can blob to outnumber vulnerable units and maybe flank an Axis unit in cover. In: Lobby |
Thread: Anti Tank Overwatch feedback13 Dec 2018, 15:51 PM
If only we had green T-34s I could think of some really neat ways to abuse this. One or two regular ones might do In: COH2 Balance |
Thread: Help Me Understand Model vs Health Loss16 Oct 2018, 16:19 PM
Ah okay that totally explains why I don't get it. Without individual model health bars you have no idea if your unit is going to go poof or not when shot at... In: COH2 Gameplay |
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