You make good posts. Do you like Bears? You should join us on TeamSpeak for some games.
Unfortunately, I am going to India in 2 days, so I won't be around until August. Definitely when I get back.
Besides, I don't know if I am koala-fied.
Thread: T-34 needs a buff23 Jun 2015, 22:20 PM
Unfortunately, I am going to India in 2 days, so I won't be around until August. Definitely when I get back. Besides, I don't know if I am koala-fied. In: COH2 Balance |
Thread: New Patch Meta Predictions23 Jun 2015, 07:34 AM
people learned how to deal with 2 sturm starts, its not that good anymore lol, it falls off really quickly after the early game 2-3 sturm starts were great in alpha for several reasons. I expect the changes that made it possible to come to the base game with several other OKW changes in the NEXT patch. In: COH2 Gameplay |
Thread: lmgs are to efficient23 Jun 2015, 07:29 AM
The biggest problem for allied HMGs is the rifle-nade, while the biggest problem for axis mgs is defensive stance. I don't expect much to change. DPs and lmg34s are pretty tame, as they are not as powerful as the gren lmg42/dual m1919, due to requiring expensive base squads. In: COH2 Gameplay |
Thread: "Tech Tree Complete" awards a la Konigstiger22 Jun 2015, 22:11 PM
So don't rush it. Use it to supplement yourself later. Its a good thing that rushing for a KT is a bad thing. Build a JP4, then a KT lategame. KT + JP is the best combo in game, as it can deal with all threats, tanks and infantry. Either way, getting 2 panthers is an inefficient use of resources. 1 PV + 1 JP4 will give you more AT DPS as well as more range, while still having a meatshield. I was counting how much the KT costs vs. buying 2 panthers, the tech cost to tech to panther is within the cost of the KT, so the price will cancel out. If it makes you feel better: KT: 50+80+260= 390 2 PV: 80+175+175= 440 (OKW starts with 50 fu) In: Lobby |
Thread: "Tech Tree Complete" awards a la Konigstiger22 Jun 2015, 21:45 PM
The T34/85 is a broken unit thanks to not requiring tech. Just about everyone agrees that something needs to be done with it. You can't compare a unit to a broken unit and consider the unbroken unit UP. Thats not how it works. Also, 2 panthers cost 175*2 = 350 fu. 1 KT = 260 + 50 = 310 fu, so 1 KT is cheaper than 2 panthers, while also giving you access to all of your tech. It is a decision that you make as a player. The Panther is useful as offensive AT for me, but requires supplemental sources due to its low DPS. The KT is a more defensive unit that wipes infantry squads and wrecks any armor, at a shorter range. The KT also has more armor (same armor as IS2 which everyone agrees iss hard to pen) and more HP, allowing it to stay on the field longer. In: Lobby |
Thread: Vehicle Crits22 Jun 2015, 18:34 PM
I have a question concerning vehicle crits. I played a game just now against USF on crossing. I "killed" a Sherman with a Puma he got an "Abandoned" sign but the tank was still under his control. Second shot and he got a Main Gun destroyed crit and drove off into the sunlight. I know multiple death crits can happen, could it be that another crit overwrites the abandon crit? The reason I am asking this is because I am suspecting this guy to hack because at that engagement I couldnt control my units either and the whole game felt strange. Don't know if it's what you had, but I've had a bug where a vehicle that I order the crew out of gets abandoned, but the vehicle itself just drives to the last ordered location and parks there, then abandons itself. Edit: didnt see the replay, I'll check it. In: COH2 Bugs |
Thread: Stug G vs. Soviet and Allied armor22 Jun 2015, 16:11 PM
Soviet no tech, call in meta gets harder. You really expected that the Russian fan train would let that happen without resistance? You do realize that the Stug being as good as it is will make soviet T3 even more outclassed, yes? The T34/76 has dismal DPS, cannot pen the Stug 100% of the time, and will be penned and out DPSed every time. Adjusting units to counter callins without fixing Soviet core tech is just a bad idea. If you don't want a buff to the T34/76, but want the callin meta to disappear, you are either deluded, or you don't want Soviets to have a fighting chance. In: COH2 Gameplay |
Thread: "Tech Tree Complete" awards a la Konigstiger22 Jun 2015, 16:05 PM
If we consider the fuel penalty for OKW, than we can conclude that going KT is even less viable than going double Panthers. You only need two tech structures for panthers, not all. Thats a good thing. Heavy tanks shouldn't always be viable. They should have their uses, but have significant downsides. This is also why I like the design of the tiger much more than the design of the IS2. Heavies should not be something you see every game, and changing the KTs cost to make it more viable in every game is a bad thing. It performs as a 260fu unit, and is timed to come in very late game, to encourage players to build supporting armor first (JP, PV). In: Lobby |
Thread: Remove forward retreat points21 Jun 2015, 18:30 PM
FRPs are terrible design IMO. They are the sole reason blobbing is so prevelant for WFA factions, and the fact that they are only available to 2 of 4 factions makes the lategame on large maps such as Vaux Farmlands largely skewed towards some factions. If a sov/ost player retreats, he is off the field for 1 minute minimum. USF/OKW will be back within 15 seconds. That is a HUGE advantage for the FRP factions, and there are not nearly enough downsides to getting this ability. The USF FRP comes late and is fragile, yes, but it comes as a logical end to the tech tree, and is not something you pay extra for. The OKW one comes very early in the game, gives on the field reinforcement and healing. It is also hard to kill, and can be on the field for some time before viable counters appear (when vs. USF). It is also a logical progression of teching, meaning that it will be seen just about any game. Either: 1)Get rid of FRP. This will make soft retreating to reinforcement units much more viable and important to the metagame. Forward reinforce units/buildings exist for all factions. Just learn to back away to the position as needed. (My favorite idea) 2) Give FRP to all factions. I dislike this idea because it will just lead to more efficient blobbing from all the factions. Who wants a game where ostheer CAS doctrine lmg blobs can return seconds after retreat, or guard blobs that retreat to a friendly con squad to reinforce them. 3) Make all FRPs a fuel expensive side upgrade. An FRP should have some sort of real cost. Paying tech and unlocking an FRP is not a cost. It is a bonus for doing something you would be doing anyways. Make FRPs a weak, fuel costing buildable object from a factions' combat engineers after the "medium" tier is built (T3/T4). This will make them require an actual cost to use, and will make them slow down the arrival of armor. FRPs should be a choice a player makes with real tradeoffs, not the "free" bonus you get with teching that they are now. In: COH2 Gameplay |
Thread: Stug G vs. Soviet and Allied armor21 Jun 2015, 03:21 AM
Didn't realize E8s were that good at anything? I can see rifle company gaining more prominence due to flamers not exploding instantaneously, but E8s have never been the best part of rifle company. Why get 2 E8s when 1 sherman + 1 Jackson will have better AT/AI, and also cost less. The advantage of E8 is that you don't have to go major, and can thus go LT + CPT, saving a whopping 10 fuel. Going just LT -> callin E8s is inefficient at best and a shot in the foot at worst (LT gives early power with less scaling units). Heavy callins may have been restricted to 1 only, but Ostheer still has access to panzer 4s and 5s. Use them. In: COH2 Gameplay |
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