For the record I tried it again with putting the units as enemy and its works better .
I was trying on cheatmode each ability to put the commander back on my roaster.
Used it 3 times this afternoon but definitively lacking calliope in teamgame :{
Sherman 105 is nice because it is much more accurate than the regular sherman but has shorter range which make it much more vulnerable to pak wall.
240mm has been improved some years ago if I remember well but still to much RNG.
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Thread: 240 mm low damage output bug or on purpose?6 Feb 2021, 19:01 PM
In: COH2 Balance |
Thread: 240 mm low damage output bug or on purpose?6 Feb 2021, 12:38 PM
Now do the same, but make units enemies. Ah lol, that was it... In: COH2 Balance |
Thread: 240 mm low damage output bug or on purpose?6 Feb 2021, 11:39 AM
Hi there, I was testing the 240 mm howitzer barrage from the USF armor company and I find the damage output really low for what it supposed to be. I did it several times before recording (you can see the craters) and well it didn't even killed a model even when landing on top of it. Bug or on purpose? In: COH2 Balance |
Thread: How to Make Howtizers (not SPG) more Viable in Team games ?6 Feb 2021, 08:20 AM
Give ML20 and Lefh a X seconds discharge smoke as vet1 ability and remove their current one. - Discharge smoke last 10 seconds - Discharge smoke instantly stop the barrage if used and set a XX minutes cooldown on it. The idea is to give Howitzer a soft counter to recon/offmap combo but should requires a bit of anticipation thus adding some seconds between activating the smoke and its use. Then lasting only 10 seconds force the player to have AA around to take down the recon plane. Last using it works like a draw, you saved your howitzer but its barrage cooldown is reset for a longer period of time (to be determined). In: COH2 Balance |
Thread: How to Make Howtizers (not SPG) more Viable in Team games ?3 Feb 2021, 11:59 AM
Stock USF M5HT cost 310/50, for 90 manpower more you've got the ability to randomly rape your opponent troops and base from behind your T3. Not to mention that on certain maps You can place quite safely behind you T3 to cover your fuel letting you harrassing his side of the map. Anyway Howitzer for OKW was a stupid idea since it was first mentioned. In: COH2 Balance |
Thread: What do you think of Wolfeze map 2vs21 Feb 2021, 22:17 PM
NOTE: This may not be the live version. Last Version I had ready to look at on my PC. I'm not sure the house is an advantage. It can easily be taken down and a single mortar will deny you its use. In: COH2 Balance |
Thread: What do you think of Wolfeze map 2vs21 Feb 2021, 21:25 PM
I have the impression north side have quite an advantage to hold the center of the map and their fuel. Also the gimmick dummy point next to it always trick me as I think its the VP before remembering its more in the north (when I play south) and I definitively don't have this problem when I start north, I always feel the center vp is at reach. I guess the lack of vision with the blocking house and the fact you need to circle it to reach it make me believe that. About the fuel, here again it all about vision, you don't really know what's behind the east house making it more difficult to plan the assault. Anyway I find it much more easier to hold the center area of the map and fuel from the north than the south. What is your opinion? In: COH2 Balance |
Thread: What to do with Radio Silence?29 Jan 2021, 08:59 AM
Is this a Troll post? In: COH2 Balance |
Thread: So is 5 man grens completely useless now28 Jan 2021, 12:59 PM
] IMO grenadier being weaker than riflemen isn't a vacuum unit vs unit balance issue but a factional design issue that no damage table could solve. The problem with 5men grenadiers design is at faction level, it is because you suddenly got a mainline infantry as strong/stronger than other mainline infantry with all the remaining beneficial design around it: better support weapon, better field presence, better medium tank and access to stock premium tanks. I personally always felt that implementing 5men gren is an error because you can't buff grenadiers without nerfing half of the rest of Ostheer roster to balance the faction or you end up with a grenadier squad that's not really buffed like you imagine it deserves it to compete with other mainline infantryies. In: COH2 Gameplay |
Thread: What to do with Radio Silence?27 Jan 2021, 07:55 AM
Ironically what's missing is a visual warning for the opponent that's the ability is used. The same reason why any off map arty barrage get a smoke alarm or rocket arty a loud sound. I've been convinced by Lunvest's arguments that no ability should be able to mess up with the game UI so I imagine something similar to what JPA32 proposed I'd propose instead of making it an aggressive offensive ability that grants sprint, shorten the duration and have it give your units Ambush Camouflage instead. This is both less frustrating to play against since it requires you to initiate a fight to trigger the opponent's ambush, and it's thematic since the point of radio silence is to not give yourself away over comms which perfectly applies to ambush camouflage. Instead of being an aggressive ability, could be a defensive one. And no more messing up with the player's UI. In: COH2 Balance |
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