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Thread: Nicknames you give units14 Mar 2015, 23:39 PM
Kubelwagon = derpwagon In: Lobby |
Thread: sWS Supply HT speed reduction14 Mar 2015, 17:34 PM
This works, but doesn't it seem odd that the truck can't push infantry while driving at speed? If you slow down the supply HTs speed out of territory, you stop truck pushing without making a difference in the way the vehicle itself does its job (you aren't deploying it to an enemy/neutral sector). I don't understand why it needs such speed out of territory in the first place, can you please explain that to me. Not to mention setting infantry collision to zero may have unforeseen side effects like just phasing through infantry or being blocked by it (not sure how the stat works). In: COH2 Balance |
Thread: For or against molotovs13 Mar 2015, 22:58 PM
It doesn't have to clear the crew, just make it so cons have a vet 3 ability for 45 mu to overheat the engine of an enemy tank for about as long as TWP or T34 failed ram. Assuming that this is really needed, which I don't think. In: COH2 Gameplay |
Thread: Proposal - Slowing down the heavies.13 Mar 2015, 04:51 AM
I have to agree with pig here. Mediums are great as they currently are vs. each other and in large enough numbers vs. heavies. Mediums have the right balance of HP right now (besides the /85 and e8, but they are heavy-mediums). The problem is that heavies can quickly make their way from one side of the battlefield in order to cut off any attempt at harassment where they aren't. In this way, the panther would become a much more interesting unit as it would be able to guard against fast moving mediums, making ostheer t4 more viable effectiveness-wise vs. heavies as they should be. In: COH2 Bugs |
Thread: Jaeger Infantry13 Mar 2015, 01:04 AM
The fact that they are able to do so is quite amazing for a high DPS unit (when stationary they have great damage at all ranges). I honestly think that partisans should be the only infantry that can spawn behind enemy lines from buildings. Jaegers, and stormtroopers can get a cost reduction and be able to spawn only spawn from buildings in friendly territory, while falls can either do that or get a further price decrease to their unit price and spawn from off map. It really doesn't make sense to me why I can call in a no-micro flank which can destroy a well defended early game position in a matter of seconds (falls). In: COH2 Gameplay |
Thread: WEHRMACHT=RUBBISH12 Mar 2015, 05:04 AM
I got really lazy so i copied this from the 5 man gren thread since it fits better here. I don't think grens are the problem. Ostheer was built as a faction centered around combined arms and team weapons. On that front, the ostheer mortar is the best nondoctrinal option in the game, and the Pak-40 is the best mobile AT gun. The only thing that ostheer really needs in my opinion is a suppression boost to the mg42 and incendiary rounds at vet 0 for 20 mu. This way, ostheer has a valid counter to american early vehicles without having to fast tech and keep up. This in turn would allow ostheer to spend more of their early mp on squads instead of on teching. The other thing that ostheer needs is an armor/hp buff to the 221 that would allow it to stand a little bit more of a chance against small arms, allowing it to be a solid counter to snipers. One final change that is needed for ostheer is not directly an ostheer problem. I think that the Jackson should get a higher penetration value, lower damage (160), and maybe a slighly higher ROF. This way ostheer t3 is no longer hardcountered by jacksons, and medium counter play will become easier to pull off. These are of course just my ideas, i'm sure others have better ones. In: Scrap Yard |
Thread: Five man grenadier squads are exactly what Ostheer need.12 Mar 2015, 04:52 AM
I don't think grens are the problem. Ostheer was built as a faction centered around combined arms and team weapons. On that front, the ostheer mortar is the best nondoctrinal option in the game, and the Pak-40 is the best mobile AT gun. The only thing that ostheer really needs in my opinion is a suppression boost to the mg42 and incendiary rounds at vet 0 for 20 mu. This way, ostheer has a valid counter to american early vehicles without having to fast tech and keep up. This in turn would allow ostheer to spend more of their early mp on squads instead of on teching. The other thing that ostheer needs is an armor/hp buff to the 221 that would allow it to stand a little bit more of a chance against small arms, allowing it to be a solid counter to snipers. One final change that is needed for ostheer is not directly an ostheer problem. I think that the Jackson should get a higher penetration value, lower damage (160), and maybe a slighly higher ROF. This way ostheer t3 is no longer hardcountered by jacksons, and medium counter play will become easier to pull off. These are of course just my ideas, i'm sure others have better ones. In: COH2 Balance |
Thread: Stacking intel bulletins ?11 Mar 2015, 20:56 PM
Weapons fire like this I believe. ready-aim fire cooldown ready-aim fire cooldown In: COH2 Gameplay |
Thread: Mechanized strategy replay11 Mar 2015, 20:28 PM
A good game which showcases the mechanised doctrine to keep pressure on the enemy as you fast tech. In: Replays |
Thread: Strategy as allies11 Mar 2015, 19:30 PM
Bars will not be useful until you have enough, which will be 180 mu to equip one per squad. There is no reason to get BAR so early. Ditto on nades, when all you need to do is flank to do the same damage as smoke would. The whole point of the WC51 is that it gives you the flexibility to kill a Kubel (240 manpower), find and harass a forward battlegroup HQ position, and generally be a menace on the battlefield. In: COH2 Gameplay |
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