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Thread: panthers reload speed20 Jun 2016, 21:37 PM
Doesn't Panther 1v1s any Allied medium tank destroyer? In: COH2 Balance |
Thread: Commanders ballance20 Jun 2016, 14:23 PM
Some "meta" commanders keep some factions afloat. IMO it is quite fragile thing. Change that and you will change win rates of factions in next big tournament. Soviets have special relationship with commanders. IIRC Relic confirmed that Soviet reliance on commanders was intended. It would be great to get conscensus among community on next things first: 1) Should Soviets still be dependent on doctinal units? It was intended before, should it be changed now? 2) Would changes to penals remove Soviet dependence on doctrinal infantry? 3) Would changes to T-34 and SU-85 remove Soviet dependence on doctrinal tanks? In: COH2 Balance |
Thread: vCoH Wehrmact units for Ostheer20 Jun 2016, 13:32 PM
Indeed, if you, guys, like vCoH unit selection so much, why don't you just play it instead of trying to change CoH2? I've never played any version of original CoH and find CoH2 just about perfect. In: COH2 Gameplay |
Thread: MAKE OSTH33R GREAT AGAIN18 Jun 2016, 12:53 PM
They have highest win rate in 2v2 random too. So ON AVERAGE they are the best. In: COH2 Balance |
Thread: Pseudo rng17 Jun 2016, 13:48 PM
I wouldn't say that Panther is AS MUCH specialist unit as SU-85. Panther have quite good AI. It just have stable AI dps (not bursty) and therefore don't have as much wipe potential as average medium tank (with good AoE). In: COH2 Gameplay |
Thread: Infantry/Team-Weapons Spawning from buildings17 Jun 2016, 13:40 PM
I think I rather like these changes because of this: in current game state if you have built engineers you can't give them orders to repair something until they cross map border. In upcoming patch I can issue an order just as soon as I hear notificaion that engineers have arrived. In: COH2 Balance |
Thread: Infantry/Team-Weapons Spawning from buildings17 Jun 2016, 12:42 PM
So, for example, cons come out of HQ, but grens come out from T1? Meanwhile Maxim can be spawned closer to base edge, but MG42 only from HQ? Looks like it would be quite a mess. What about leigs and obers? IIRC they said this will affect only basic infantry and team weapons. Any exact info on that? In: COH2 Balance |
Thread: How to Use P4?17 Jun 2016, 12:36 PM
1) Use Pz.IV conservatively. It is your attrition tool. It doesn't drain MP when being damaged. 2) Can be used more aggresively once vet 1 because of blitz. 3) On vet 2 it can consistently 1v1 any medium tank of same class, as far as I know. Always minesweep the area where you plan to use your Pz.IV. |
Thread: June 21st Balance update17 Jun 2016, 11:53 AM
why exactly would they weaken soviet mines to max 1 member killed, but not do the same to okw or usf general purpose mines I think they've meant Defence Doctrine small anti-personnel mines. In: COH2 Balance |
Thread: [Ost] Rebalance16 Jun 2016, 11:01 AM
@ElSlayer: for me T4 is useless. Of course, Panzerwerfer are good if you play with an Artillerieoffizier. Brummbär is good since may-balance-patch. But Panther don't worth it. For me (as a 4v4 player) it is not useless at all.
I agree. But you want to remove it AND to buff base sight range on 222. Some consistency, eh?
Again, is there a balance problem with Osttruppen? You might as well say that "Osttruppen would be better if their damage would be buffed for 9000%". Yes, they would be better. But that's just a statement, even if it is true. It doesn't explains anything. Why they should be better? Would it make CoH2 a better game?
Is there a problem? In early game you have long-range unit (Grens) and close-range unit (Pio). Why not?
You have flamer upgrade on Pios for that. Different units for different roles is a good approach. Anti-everything units (generalists that perform close to specialist level) is bad design. It feels like you want to achive better results with less effort. Yes, combined arms is hard, but it feels rewarding when you manage to pull it off.
That's not rebalance. That is changing the game to please single person that plays mostly that faction. Grens are meant to be squishy (low total hp) unit that excels in long range combat and should be used from cover. MG42 is your "force multiplier" for Grens. It keeps enemy at long range and reduces incoming damage to your squishy Grens. MG34 (with its current stats) IMO would not be enough and grenade won't save your Grens.
IMO Ost is best designed faction. Soviets are second. Brits and WFA factions' design is lazy Power Creep mixed with QoL sugar (not always unnecessary). In: COH2 Balance |
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Latest replays uploaded by ElSlayer
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VS8==8 Slayer Hellk0 LegionManiaW.A.R. BR - Denism4yer W.A.R. BR - ABoard W.A.R. BR - Guma W.A.R. BR - mjm1987How to win 4v4 as Allies on Rostov north base against teamby: ElSlayer map: Faceoff at Rostov1-1,259
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VSHellk0 Slayer Mr. Sage admiral| PzKpfw | Flinten Flo Killer-Fortress -GERMANY- SkZ | H4wK DocSchnoggeHow to win 4v4 as Alliesby: ElSlayer map: Steppes2-1,737
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VSAn Aggressive Napkin soerenns Slayer stauderjulienBerryjammy AdmiralAdonis G4GILI The Wine GnatWas pushing him out and lost by VPby: ElSlayer map: La Gleize1-1,308
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VSHellk0 Slayer CPU Easy Love.WetOctoPussyStalker" Laufrad [Hammer Hart] " Farsit ~TAB~ van Voort ??|rUSF Airbourne 4v4by: ElSlayer map: La Gleize1-1,353
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VSHellk0 Slayer Miratrix09 EmoTosselGER-Killo |503 $F\/\/F. Superimmunsystemmann [ EvoG ]-DMWjoni1Heavy-armor-arty-fest_countered_by_tonns_of_meatby: ElSlayer map: Steppes1-1,630
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