IMO all AT guns should spawn with the "Only shoot at tanks" ability activated from the start. I don't see any point in shooting at infantry with my PaK.
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Thread: Relic, hold-fire button please & better priority4 Mar 2015, 14:10 PM
In: COH2 Gameplay |
Thread: Relic, hold-fire button please & better priority4 Mar 2015, 12:59 PM
Yesterday, 2 panthers got away from me - one with gun destroyed, second one shot away from death too. My T-34-85s just pointed their guns in opposite direction all the way to enemy base, where I almost got pfausted. I've suffered major butthurt. I said i rather have hold fire on my AT guns than prioritize tanks. Wasn't that the same patch where Pak-40 rate of fire was seriously nerfed? In: COH2 Gameplay |
Thread: Beautiful 4v43 Mar 2015, 20:52 PM
Although, I've lost M5 like n00b xD In: Replays |
Thread: 4vs4 as allied3 Mar 2015, 18:44 PM
in large teams 1 okw requires focus of 2 allies players. Its this balance that makes the game very axis favored and makes a lot of players call of issues. Well, to be honest, usually it is not THAT hard to destroy Flak HQ in team games, but it is certainly requries effort, sometimes dedicated units, which you won't build otherwise, and ALWAYS REQUIRES TIME. Time is a huge factor in game, where one side need to stall the game to late stage in order to win. In: COH2 Gameplay |
Thread: Lend-Lease fuel drop and OKW base AA defences3 Mar 2015, 17:54 PM
My problem is Skill planes and the fact they can Auto chase your armour across the map, I think you will find P-47's never existed before OKW either and AA base defences are a necessary counter to that to stop you being base raped as you repair. Necessary counter? So your vehicles could be totally unopposed when playing against USF? Yeah. I suggest introduction of M1 Abrams for USF as a NECESSARY COUNTER to OKW units. Every other faction has to get dedicated AA unit or concentrate vehicles with pintle machine guns in order to counter air abilities. Why OKW should be different? Look through the FoW and look for the little round patches of dirt, and place the marker so the spawn will be as far away as possible. Thanks for the tip, I'll try to do so until OKW base AA defences will be removed. If you're in a teamgame place it mirroring the side of a OH players base and you won't lose a single plane. Basically, you're saying that Wermacht base defences is fine, while OKW desire to be nerfed. Not sure if you're serious about building T2 and getting a Flak track to counter skill planes in 1vs1 Absolutely serious. Just like I have to downtech T2 to get AT gun if I decided to go T1 first as soviets. Going T2 as OKW have it's own advantage in giving you access to AA defences. If you're not going T2 or not buiding Flak HT - pay consequences. but I doubt you play competitive gamemodes anyway like 90% of all other OKW moaners. Nice try. 1) Hitler was developing german education system. 2) Hitler was a bad man. 3) Education is bad. Next time try to counter my arguments with yours, not with evading actual topic by attacking my preferences in game modes. In: COH2 Balance |
Thread: Lend-Lease fuel drop and OKW base AA defences3 Mar 2015, 14:31 PM
I disagree about nerfing the base structures, Skill planes are already bad enough but make base defences even weaker will just make those things batshit OP. Any adjustments should be on the planes flight plan across the map. Tried to drop fuel on edge of base sector on 1v1 map, didn't noticed any difference. Allright, I guess it is my turn now... Learn to get dedicated AA unit? In: COH2 Balance |
Thread: 4vs4 as allied3 Mar 2015, 12:17 PM
Hi and welcome to the club. I agree on point that 4 players have higher chances against forward HQ, but in your theory you're putting 4 coordinated players on allied side and 4 autistic players as axis. For example here's what I see as result in your scenarios: OKW´s strategy depends a lot on their truck, you will always find their troops massed around them. Last time i tried to attack their main base, which was defenceless, and to retreat before their troops came back. this actually really distrupted their main frontline and permitted my allies to crush their defence. You've left your allies outnumbered. They got defeated and had to stop their push and retreat. Then enemy came for you, and you had to retreat all the way through their lines, losing couple of squads. Instead of coordination you let your enemy to beat you part by part. The OKW also use a lot of ressources on their trucks, ressources that can´t move for the rest of the game. The concentrated attack of 4 Players against one truck schould destroy it before any Counter attack come to support it. While all the other armies can retreat from a disavantageous engagement with few losses, the OKW will lose trucks and techs. Again, if allies is so coordinated (say, they playing as arranged team) then why you assume that axis can't react in same coordinated manner? I know, it is somewhat map dependent, because, for example, on Vielsam indeed it is hard throw your army from one side of map to another. But here also comes another problem. If I play vanila faction I have to retreat to my HQ in base sector. If I'm trying to fight on flank that is far from my HQ, my army will spend 90% of game time walking rather than fighting. Think about a 1vs1 game. do you concentrate on the medical truck that heal and Support ennemy infantry ? or do you try to cut from his ressources and encircle him ? because in all 4vs4 game all the allied just Keep pushing against those trucks until the late game is here and it´s then GG. Encircle how? He has healing+retreat point nearby. He will attack you constantly and get back for healing and reinforcing, while your army will go thin. I play mostly soviet. As a soviet player I have no handheld AT and have quite crappy stock vehicles which I won't use unless I'm already ahead. So I'm very dependant on my AT guns in order to fend off Luchs or Flak HT, untill I will able to use my call-ins. Meanwhile my enemy have retreat+healing nearby and don't have to rely on team weapons with setup time and restricted arc of fire. Tell me how you call me more moblile with these AT guns? Why do you want to spread all over the map to meet an enemy, who is stronger than yourself but can´t move ? on most map, the Focus of three Players on one side would be waaaaay more efficient than the usual 1vs1 face to face. This contradicts your scenario #1 where you was attacking their base sector. Again. If allied players so smart that they focus 3v1 on one side, then what the hell other 2 axis players doing? Generally, I agree with you. You have to be coordinated as Allies in order to win. But that's just means that 4v4 format is more demanding in terms of skill for Allies. The fact that 4v4 AT is somewhat balanced is another confirmation of that. I've used that graph in another thread, but it fits here too, I guess: In: COH2 Gameplay |
Thread: reasoning for putting a flak gun on the OKW base building?2 Mar 2015, 09:00 AM
Whenever you don't need to tech, SwS are good for 5fuel, scouting and soaking AT gun damage for your other vehicles. This could be a simple and graceful solution, but there is just isn't that much risk with pushing. You have consequences only if you really screw up with truck micro. In: COH2 Balance |
Thread: Damn this balance2 Mar 2015, 08:48 AM
But using your own words: Yeah lets ignore the fact that these units cost more. Although, I agree that plain REPLACING of T-34/76 with T-34-85 will be overkill, even if T-34-85 will cost more. There should be some other way, like adding KV-85 (armor/hp/speed of KV and gun of T-34-85, high cost), however, it is very unlikely. In: COH2 Balance |
Thread: How to win 4v4 as Allies2 Mar 2015, 01:29 AM
Great thanks to dpfarce, who have casted our game! He's doing really good job because it is obviously much harder to cast 4v4 format. Keep up the good work, man! In: Replays |
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