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Thread: Capping mechanism14 Jul 2021, 20:53 PM
Not necessarily noob friendly but yeah adding a strategic layer and mitigating difference of power between starting units around capping engagement. In: COH3 Central |
Thread: Capping mechanism14 Jul 2021, 18:45 PM
Do we know why devs decided to follow with the Coh2 capping mechanism over Coh1? I always though Coh1's were better in term of gameplay. What's your opinion? In: COH3 Central |
Thread: Relic Announcement in 24 hours! GTF IN HERE!13 Jul 2021, 14:46 PM
In: Lobby |
Thread: Relic Announcement in 24 hours! GTF IN HERE!13 Jul 2021, 10:40 AM
Plot twist: Rome reveal for AoE4 The joke is old, I did it yesterday. In: Lobby |
Thread: Sturmtiger feels very underwhelming compared to the B413 Jul 2021, 06:10 AM
Its not only about your video but personal experience ingame. Even when retreating before the wind-up will end with a full wipe and trying to move without retreating doesn't work either because the aoe is too large. If it wasn't the case we wouldn't see Sturmtiger almost every game. I think that the only squad that have a slightly chance to survive it is the 7 men cons squad. or at least that's the only type of squad I've see survive it more than once in a match. In: COH2 Balance |
Thread: Relic Announcement in 24 hours! GTF IN HERE!12 Jul 2021, 19:01 PM
A new TotalWar campaign? In: Lobby |
Thread: Buff Volley Fire12 Jul 2021, 14:15 PM
The ability has its use to neutralize an early SP push, some people then use it with BARs or LM1919 but I never do it myself. In: COH2 Balance |
Thread: Sturmtiger feels very underwhelming compared to the B412 Jul 2021, 07:21 AM
Sturmtiger needs larger AOE I wonder what require more skills, blobbing or pushing a button to delete everything it targets on a unit that can roam around easily due to its high armor and high HP. This unit is like a blob on itself. But a good old fashioned blob that delete everything on its path. I think part of the problem is that the amount of effort you need to put just to counter that unit is definitively too high vs the amount of effort to get benefit from it. Even if you manage to catch it off-guard with appropriate counters you need like 30 seconds to destroy it. And this not counting on the potential support the player can bring during this time. It is not that I'm against a nuke unit, but it must be a unit with various flaws exploitable by the opponent. Not what it is actually. For instance the decrew if damaged while reloading was an interesting mechanism even if flawed. So instead of simply removed it, why not having change the decrew by something else like a damage modifier giving +100% received damage while reloading. So the opponent has a windows of opportunity to deal with it quickly and force the owner of the unit to be much more careful after a shot. Oh and put back the manual reload, so the owner has a bit more to do than just going forth and back and until pushing the hit button. In: COH2 Balance |
Thread: E8 is still trash9 Jul 2021, 17:11 PM
Not picked, just on the loadout. I had it on my loadout since the patch now but I never use it further than the tests I did on the first week. Not that I disagree that the Ez8 can be useful on 1vs1. Then your analysis of USF stat are... helpless. In: COH2 Balance |
Thread: Replace m8 Scott with the calliope.6 Jul 2021, 17:00 PM
Doesn't make your reasoning more logic, there are still quantity of unit requiring low input delivering great output in the game having bigger impact than a scott. But anyway you said the word, the Scott has been nerfed while it shouldn't have. Auto-fire being problematic doesn't mean the scott had to be nerfed into a neither good at auto-fire neither good with its barrage unit. In: COH2 Balance |
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