[url=http://www.ign.com/articles/2015/07/09/company-of-heroes-2-the-british-forces-coming-soon?utm_source=IGN%20hub%20page&utm_medium=PC&utm_content=2&utm_campaign=Blogroll&abthid=559e6fc6a93a12b914000005]http://www.ign.com/articles/2015/07/09/company-of-heroes-2-the-british-forces-coming-soon?utm_source=IGN%20hub%20page&utm_medium=PC&utm_content=2&utm_campaign=Blogroll&abthid=559e6fc6a93a12b914000005
IGN article says they are going to re-balance all 5 factions (maybe the rest of the changes from alpha?) and update graphics and animations.
Profile of broodwarjc
General Information
Register Time: 5 Jul 2014, 03:34 AM
Last Visit Time: 9 Jun 2023, 11:33 AM
Steam: 76561197974357014
Birthday: 1989-06-02
Residence: United States
Nationality: United States
Timezone: America/Winnipeg
Game Name: Broodwarjc
Register Time: 5 Jul 2014, 03:34 AM
Last Visit Time: 9 Jun 2023, 11:33 AM
Steam: 76561197974357014
Birthday: 1989-06-02
Residence: United States
Nationality: United States
Timezone: America/Winnipeg
Game Name: Broodwarjc
Post History of broodwarjc
Thread: British Forces Video!9 Jul 2015, 13:51 PM
In: COH2 Gameplay |
Thread: Forward Retreat Point too good with buffed MGs?9 Jul 2015, 01:34 AM
I am finding OKW Forward Retreat Point to be really good with how the MGs were buffed. Ost bunkers have a lot less health, but an OKW/OST team is nigh-unbeatable especially on big maps with a harder to kill Heal truck sitting a little beyond the mid-point. Forward Retreat Point has always been a touchy issue(that half the factions have it and the other half don't), but with the buffed MGs it takes a lot to break through Axis defensive lines. The problem comes when Axis players can reset their defense line faster than the Allied players can bring units up to throw against it on large maps. I don't know if taking away the Forward Retreat Point ability would be too detrimental to OKW and USF or if adding it to OST and SOV would be too OP. In: COH2 Balance |
Thread: Suggest your own "balance" changes that...9 Jul 2015, 01:24 AM
I am finding Forward Retreat Points to be a real PITA with buffed Axis MGs. Relic give more map vetos! Most maps right now for Allies in 2v2 are either so tight MGs can cover all avenues of approach or so big OKW Forward Retreat Point truck allows them to re-field much faster than you. In: COH2 Balance |
Thread: Forward Retreat Point too good with buffed MGs?9 Jul 2015, 01:22 AM
Are Forward Retreat Points too good with buffed MGs? OKW player on here able to reset defensive line much faster than I cna get infantry make up to the line. In: Replays |
Thread: Why No Maxim Buff?6 Jul 2015, 23:50 PM
It is hard to flank when 2 MG42s cover the only avenues of approach on half the maps in this game... In: COH2 Gameplay |
Thread: Why No Maxim Buff?6 Jul 2015, 22:22 PM
What I have found with the DHSK is that the bursts it fires come really slowly and it seems to target only one infantry at a time and I have to manually target another squad that enters its radius for it to even suppress them (unlike MG42 which insta-suppresses anything that gets close to its arc). Also here is a video of DHSK AP rounds vs. Ost HT: In: COH2 Gameplay |
Thread: Balance Data Since The Patch5 Jul 2015, 19:11 PM
Unfortunately their is no single doctrine that has the MG34 and Infiltration grenade. So OKW still has problems with certain strategies, where many other factions get at least one decent non-doctrinal counter. The problem lies in this game going for combined arms, so when one faction has all the arms and the other doesn't it is bad design and leaves gaps for exploitation. In: COH2 Balance |
Thread: Balance Data Since The Patch5 Jul 2015, 02:03 AM
Just played a game as double Soviets and Ost locked down 2/3 of the map with MG42s and PAKs, and even T34/85 and MC Shermans couldn't break through that line. And all I could do was wait for more T34/85s because we were bleeding VPs due to us being unable to gain enough early due to those damn MG42s (map was Lierneux). I was stuck with only T2 built and even 2 120mm mortars couldn't dislodge the wall of Ost BS. Also TWP is lame, so cheaty lame. In: COH2 Balance |
Thread: Balance Data Since The Patch4 Jul 2015, 15:46 PM
Been playing random 2v2 Allies for a week and it has gotten a lot harder. No 2nd IS2 makes running the OST gauntlet harder, and the buffed MG42s gives OST a much better early game tool that when two players build them can lock down 2/3 of most 2v2 maps right at the start. I don't like Gaurds Motor, but right now it might be the ONLY good doctrine for Soviets. In: COH2 Balance |
Thread: How easy is allied meta?4 Jul 2015, 15:37 PM
I have been trying other doctrines than Guard Motor and I have to say it is REALLY hard to win with Soviets if you don't have Guards or Shocks. Maxims are in a bad spot, where Relic needs to decide if they are going to be HMG with high suppression or heavy weapon platform with high damage, right now they could use a buff in either direction. Conscripts are in an even worse spot, before they were a versatile grenade platform, but with the rework to AT Nades and to Flame crits on Moltovs, both of their grenades underperform and makes this unit a big MP drain late game. DHSK is still terrible against light vehicles and it takes so long to fire in between bursts that it doesn't make a very good suppression platform either, plus it comes really late at 2CP. Allies are on the down spiral as more Axis players realize how good the MG42 and MG34 are and how best to position them. IMO MG42 needs a damage decrease and the MG34 is perfect, exactly what HMGs in this game should be. In: COH2 Balance |
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