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Thread: Brit are WEAK, not OP23 Feb 2021, 15:58 PM
augustine = good old sturmtigersage6 In: Replays |
Thread: OKW Spec Ops Doctrine (especially Radio Silence)18 Dec 2020, 15:39 PM
the rest of the commander is very useful. Its definitely not the core strength of the commander. The radio silence is just a very broken ''extra''. How do you suggest adjusting playstyle for a while? Minimap or tac map is such a fundamental aspact of coh2(and as GIAA stated, from all rts games). I don't think there is a way to adjust that aspect of coh2 gameplay for a while, aka, there is no counterplay. You cant imagine broken stuff like this in a real good rts balance wise like AOE2. In: COH2 Balance |
Thread: OKW Spec Ops Doctrine (especially Radio Silence)18 Dec 2020, 14:19 PM
I agree with Luvnest here. copy pasta from my comment about radio silence I made earlier here: Thread: [Winter Balance Update] OKW Feedback28 Nov 2020, 11:30 AM I think Radio Silence should definitely be looked at. This ability is so frustrating to play against and destroys one of the most important aspects of coh2 game play: the mini-map. Players rely heavily on the mini-map or tactical map. Radio silence is a real mindfucker in this. I think the movement speed in combat is too much. Units shouldnt walk faster when they are in a fight. I think units should be invisible on the mini-map UNTIL they get into a fight AT LEAST. If this doesnt get changed, I woudl suggest at least give it a huge increase of muni and increase the cooldown. Its way too spammable. ALso, I think 1 minute is too long. Stuff like this doesnt belong in coh2 and if you ask me, i wouldnt mind that it would get deleted from the game completely. In: COH2 Balance |
Thread: [Winter Balance Update] OST Feedback28 Nov 2020, 13:12 PM
ye agreed. In: COH2 Balance |
Thread: [Winter Balance Update] OST Feedback28 Nov 2020, 13:10 PM
Yes, also a good solution In: COH2 Balance |
Thread: [Winter Balance Update] OKW Feedback28 Nov 2020, 11:30 AM
I think Radio Silence should definitely be looked at. This ability is so frustrating to play against and destroys one of the most important aspects of coh2 game play: the mini-map. Players rely heavily on the mini-map or tactical map. Radio silence is a real mindfucker in this. I think the movement speed in combat is too much. Units shouldnt walk faster when they are in a fight. I think units should be invisible on the mini-map UNTIL they get into a fight. If this doesnt get changed, I woudl suggest at least give it a huge increase of muni and increase the cooldown. Its way too spammable. ALso, I think 1 minute is too long. Stuff like this doesnt belong in coh2 and if you ask me, i wouldnt mind that it would get deleted from the game completely. In: COH2 Balance |
Thread: [Winter Balance Update] OST Feedback28 Nov 2020, 11:26 AM
I think the grenade for pgrens is a problem for squads on retreat. Even a fullhealth squad gets wiped on retreat. Even if you dont time the nade well, the pgrens will 95% of the times finish the squad off with their dps. There is no counter paly for the allied player. I suggest nerfing the AOE from the bundle nades and make them less wipy. Or nerf the damage of the bundle nade. 35 ammo is definitely too cheap for a grenade with this power. In: COH2 Balance |
Thread: [Winter Balance Update] SOV Feedback28 Nov 2020, 11:17 AM
In my opinion ram ability needed to be nerfed. It was incredibly cheesy combined with airstrikes. there was no real counter play to that. Especially considered that a t34 only costs 90 fuel, which is too cheap imo. In lategame you can easily survive with double zis guns and a few t34. Which means you dont need much mapcontrol but still can have huge mappresence lategame. I think double zis-guns will still be a 2-men army. They need to make them 4 men or remove the barrage ability or at least nerf it heavily (the nerf in the patch notes is not enough) kv-1 should get a slight armour nerf. In return Soviet early game is weak. I think one of the reasons is their Healing. It should be buffed. I feel like in the early game you cant get the map back because you lose so much time with healing. Especially vs flametruck from Ostheer they suffer becuase cons (or penals/ guards) take a lot of health damage and then spend a lot of time healing in base. I also think cons perform slightly too bad in the early game. But buffing them could be dangerous, since they also have oorah, good sandbags, mollys, good vet 3 and atnades. In: COH2 Balance |
Thread: [Winter Balance Update] USF Feedback28 Nov 2020, 11:03 AM
Jackson will still be OP. 2 jacksons easily deal with all kinds of axis armour. Almost completely denying axis armoured play. In combination with crew repair makes USF lategame too strong. USF crews will still be so broken.. Its really unbalanced if you compare it to axis repair speed. Imo USF crew repair rate should get a nerf for sure. WC-51 will still be OP. Meta wont change at all with this patch. The bad side of usf, I think is their infantry bleed. Rifles seem to bleed way more than other basic infantry. Especially in the early game. This is also because of the way rifles are used, but they die easier than other basic infantry and cost relatively much to reinforce compared to other basic infantry. In: COH2 Balance |
Thread: [Winter Balance Update] OST Feedback28 Nov 2020, 10:57 AM
I find it really strange that Pgrens don't get a nerf besides grenade cooldown at vet 3. Everyone can see that they overperform. Their overpowered bundlenade (for only 35 lmao) combined with their dps will almost guaranteed wipe an allied squad. The allied player cant do anything to counter that. even fullhealth retreat squads get wiped if you can time the grenade a little bit. definitely a too strong combination and should definitely be looked at. In: COH2 Balance |
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