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Thread: Calliope sucks19 Jul 2018, 13:38 PM
Bringing it to Vet1 is an achievement on itself. I played with it on 5-6 games and probably got it once at the really end of the match. In: COH2 Balance |
Thread: RELIC wake up and fix damn RNG please!17 Jul 2018, 14:08 PM
I have the feeling it is reducing it. From my perspective it is much easier to balance Churchill tanks than IS2 or KT. Because it is less about %pen/armor but damage a unit can sponge before retreating. Once all AT units have a mínimum dps guarantee per hit, you can adjust their dps and lifepool, %Pen is just there to provide an extra damage, what is called critical hit in many games and can turn tides as RNG factor. Now about the poke damage you are refering to, I don't see it as a bigger problem. a volley of 10 bazooka dealing flat out 30% of their damage (but with a really low chance to pen) or a volley of 3 (actual) bazooka over 10 that deal damage the target, the result is the same in term of damage. On the first case, if one of them crit, its additional damage On the second case, if a 4th crit, that the same amount of damage added. In: COH2 Bugs |
Thread: RELIC wake up and fix damn RNG please!17 Jul 2018, 10:30 AM
RNG issue is more about timing and critical moment. There are moments when having bad RNG isn't critical at all and other when it does. You don't really care on having bad RNG on a unit you wouldn't have kill even with RNG favors. But you do care of RNG when it is about what the OP describes. BTW, what the OP describes as example wouldn't have occure on Coh1 thanks to defletion damage. Dice Rolling for 100% damage or 100% deflection isn't the best design choice and shows till today how hard it make for the balance team to set the cursor for each unit. Dice Rolling for let's say 50 to 70% of the damage but you still have 50 to 30% damage guaranteed is in my opinion better in terms of balance. In: COH2 Bugs |
Thread: Light Vehicle Meta needs to Stop17 Jul 2018, 05:49 AM
You should battle more ingame and less on the forum. USF is the only faction you need to decide if you prefer being raped by infantry blob or by light vehicle when you're teching. Outdated design on a faction that need a serious overhaul. In: COH2 Balance |
Thread: Light Vehicle Meta needs to Stop14 Jul 2018, 13:17 PM
two fausts + first 222 damage to your AEC means AEC dead. Of course if you're playing vs a rank 2k you're chance to get back you AEC alive are great, but I have see enough of my mates playing UKF and diving with an AEC to kill a 222 to tell them, you and anybody: Don't fucking dive with your AEC to kill a 222, you have more need of your AEC than your opponent his 222. Now, I don't care at all of what you do with your AEC, in fact my comment isn't for you but for the audience, people who may think what you say is a good idea. And they can try it if they want but if they fail, they'll also know that someone said this is a really bad idea. In: COH2 Balance |
Thread: Light Vehicle Meta needs to Stop13 Jul 2018, 21:01 PM
Losing an AEC is much worst than a 222. Once fausted there is nothing to save you from another pfaust or second 222 coming to finish the job. And since brit isn't exactly the faction that can hold more fuel than his opponent, you need your AEC to stop gap the Pz4 that is coming to butthurt you, even after two 222. In: COH2 Balance |
Thread: Light Vehicle Meta needs to Stop13 Jul 2018, 16:44 PM
Basically what not to do, haven't heard about pfaust? In: COH2 Balance |
Thread: SU-7613 Jul 2018, 09:41 AM
SU-76 is there to poke your opponent at far range and jeopardy a potential rush. the unit is fast enough on backward to hit twice at max range before being really threatened. If you can rush a SU-76 and kill it, it only means the unit was overextending. Old SU-76 was too good and could simply be used as main AT and Arty unit when spammed. Both Stug and SU-76 have been logically nerfed and cannot sit there and outperform more expensive units in there respective function. SU-76 is still a excellent stop-gap vs Pz4 rush but you can't simply rely on it to deal with your opponent's armor. Which is great. Build one to support your troops and then go T4 for more firepower. In: COH2 Balance |
Thread: King Tiger balance fix: smoke launchers12 Jul 2018, 13:34 PM
And? You're not going to lose your KT vs a Jackson, so smoke launchers are irrelevant. Vs 2 Jacksons, you most likely not going to lose your KT if you keep your front and don't get cocky or bad luck, so here again smoke launchers are irrelevant. 90% of the time I see a KT, the game is also over because I took down his T3 and kill all of his tanks. This doesn't say the KT is a bad unit, it only says that when people finally call it, it is already too late. Now the remaining 10% of time, the KT is supported by another tank and still have infantry around and that's another story to fight it with at least 32pop of your army dedicated to pure AT. In: COH2 Balance |
Thread: Light Vehicle Meta needs to Stop11 Jul 2018, 14:16 PM
Puma win the the range and it doesn't cost any munition. In: COH2 Balance |
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