So many heavy tank heroes. Only capable of judging one heavy against another. While the game suffers under their dominance.
Can't wait til they all get what they deserve. IS-2 and Tiger alike.
^
Thread: What good is the tiger tank?9 Jun 2015, 05:30 AM
So many heavy tank heroes. Only capable of judging one heavy against another. While the game suffers under their dominance. ^ In: Lobby |
Thread: T-34 needs a buff8 Jun 2015, 23:35 PM
Cost decrease on T-34 won't help much. In fact it will make things worse as it will make first T-34 come faster which will cement good early game for Soviets. But the main problem is that cheap units without late potential are not viable (conscripts, anyone?) Also, why not just wait for the patch? In: COH2 Balance |
Thread: Maps you really REALLY do not like to play on8 Jun 2015, 23:30 PM
Sittard Summer If all of 4 player of your team don't play dedicatedly to win game in first 15 mins then it turns into 2 hour artyfest clusterfuck. Lyenne Forest Stretched map with strong disbalance on spawn points (north is in more favor) Vielsam Map split in 2 sections - first half of game is 2x 2v2. Not much possibilities for teamwork. City 17 Stretched map too with much red cover (roads). Hard to use AT guns - hard to play factions, that rely on them (ost, sov). In: COH2 Gameplay |
Thread: [1vs1] Sniper start and other questions8 Jun 2015, 15:16 PM
Try Prostruppen: - cheap (makes up for less map control because of going sniper first) - 6 models (meatshield) - faust carrier (protetion against M3A1) - you have exactly 200 MP when sniper is built - good at crewing team weapons Can't say anything about 1v1, but it worked for me several times in 4v4, a mode not about capping, but about brute force, so prostruppen have less value and sniper have more. Also, build no more than 2 squads of prostruppen! |
Thread: Wehrmacht has to many "get out of jail free" abilities8 Jun 2015, 14:36 PM
Combat smoke is totally fine... Its doctrinal and has reasonable cost for being an out of Jail card. There is one thing that concerns me. Button. Doctrinal ability that: - cost MUNI - require certain MUNI-upgraded expensive unit to get close to vehicle (get VERY CLOSE if you want to hold vehicle for more that 3 seconds) - stay immobile in that vehicle proximity is countered by another "click me" doctrinal ability that is CHEAPER than Button. Inb4 we make doctrinal abilities useless. Whooops! Already made. In: COH2 Balance |
Thread: More blobbing than ever.....5 Jun 2015, 12:38 PM
Are you sure you've lost your last game because of blobbing and not just because you're bad? Replay? In: COH2 Gameplay |
Thread: M8A1, StugE 4 Jun 2015, 13:14 PM
The STUG E is OP because it completely removes any disadvantages you would normally get by stalling for a heavy tank. /disagree StuG E is quite vulnerable to medium tanks too. It is good when BOTH players stalling for a heavy tank. In: COH2 Balance |
Thread: Shreks4 Jun 2015, 10:44 AM
Winning as Axis in team games isn't THAT much rewarding as winning as Allies. Well... at least for me. In: COH2 Balance |
Thread: How to start PvP as an AI player?4 Jun 2015, 10:40 AM
Watch some casts/streams of game mode and faction you want to start playing. When playing - try to pay attention to enemy unit timings (especially vehicles) so you could prepare counter for them RIGHT BEFORE they hit the field next game. In: Lobby |
Thread: M8A1, StugE 4 Jun 2015, 10:36 AM
Problem is in infantry clumping, not in these particular units you've mentioned. Don't confuse the cause with the effect. In: COH2 Balance |
128 | |||||
35 | |||||
20 | |||||
8 |