Hello
Ive been playing COH2 for over 800+ hours now and until this patch, everything was fine. After downloading the new patch Ive been experiencing a half second delay unit unit responsiveness. For example, i tell my grenediers to move left and although the arrow that appears where i clicked appears instantly, the grenediers wait half a second before carrying out orders. This is extremely frustrating. Ive asked people if they've been experiencing the same thing and a few of them have. Im running on a very nice gaming laptop and I've never had this issue before. Once again, only happens in MULTIPLAYER. Im i the only one experiencing this??
Well....you just said you weren't the only one, didn't you? |
I think Obersoldaten are fine... But 400MP for Obersoldaten with K98k? They should decrease the MP or at least the reinforcement costs.
There you are. You're welcome. And yes, you are right. |
Hey, OP, M10s were always experts at this both in COH1 and 2. et's give poor allied a chance, shall we? . There is a guide somewhere around here which shows you how to do it. Most efficent at this are fast tanks and tank destroyers. Like M10s. |
Seriously? In this shitstorm of balance and technical problems, yet another faction?
Apparently people are not yet sick about getting new desapointment because of bugs, performance and balance problems. All they need are 6 - 8 - God knows how many factions. It's already ridiculous that USF can play together with Soviets in team games - that actualy never happened. Now we will have brits aside Soviets? Oh Lordy. |
Because they have some really clueless people working on balance who aren't smart enough to foresee most basic implications of their changes which leads to utter bullshit changes like we have with pretty much every single balance patch.
I don't even dare to imagine how this game would look if balanced by you. The only players that would still play it - > you and your fanclub aka Allied 100% Axis 0% LOL. |
I've seen Katitof several times in automatch but I've never seen you so that would suggest you never play the game yet he does. Maybe its you who plays vs AI only.
Well at least he has an active fanclub I see. If he plays the game then it's even worst, because he doesn't seem to understand anything from it. |
I'm simply pointing a hole in your logic.
82 hp breaks the general infantry hp rule and makes it imbalanced.
You say sov snipers are not vulnerable to the same situation.
You couldn't be any more wrong here, they are in fact twice as vulnerable to mortar/pwerfer hits as the german sniper because they have half of the hp and stay on top of each other because of squad bunching, even if they are not on top of each other, the AoE area that is lethal to them is much greater then to ost sniper, which means AoE weapons are now much more deadly against them while axis sniper, as long as on full hp is pretty much immune to first hit.
THAT is imbalanced. That is all the difference between 82hp and 80.
That is why we have no longer 2% hp bulletins, because they were broken OP, just like the 2 extra hp on ost sniper already proves to be, making it THE most durable infantry unit in game against all 80dmg weapons, including rockets and mortar shells.
That is what it is about. The 82 instead of 80 is simply plain retarded from gameplay point of view, not realism.
Your bias is a hole in everyone's logic and common sense. |
Allied versions of you doesn't really count.
Carefull, you will lose your fan base. |
The game is a lot better now during all times compared to pre-patched. The buffs to the MG42, the 221/222, and the ostheer sniper, have all come together to give Ostheer a lot more viable options to play through the early game.
Not to mention that the changes to OKW have forced them to rely more on raketenwerfers for early AT, as well as using jagdpanzer4s and pumas for mid game AT power due to the indirect weakening of the panther. OKW is now a faction which feels the weakness of its early game, and thus is forced into making tough decisions (like AI/AT muni upgrades). T4 is now a luxury tier, that is purchased late game, or to capitalize on an early game lead. OKW feels the wiping of their squads much more keenly now, as obers and volks are a lot more expensive to replace. I believe these are all good changes.
The USF is undoubtedly the winners of this patch. The buff to Jacksons have given the USF access to the heavy AT option they so desperatly need, and the change of the damage to 200 has turned it into a very potent vehicle vs. heavies, and a less hard counter to ostheer t3. P4s now take longer to kill with a jackson than with an SU85. The buffing of the M3 mortar HT has given USF an early indirect fire support vehicle to help push back OKW fortifications, at the cost of slowing down your first sherman. Unfortunatly, USF is still powerful early game, and has the edge in the early game vs. ostheer due to the coupling of both factions' designs.
The soviets were not changed a lot in this patch. The change to the PTRS is the biggest change, and it was a very good decision, so that guards are now able to fight other elite infantry at long range cost effectively. Unfortunatly, because the guards' PTRS and the conscript PTRS is the same, this buff has made conscript PTRS upgrade quite powerful, due to the cheap infantry squad that gets the upgrade, it allows conscripts to negate light armor and destroy infantry at close ranges. The other big change to soviets was the ninja buff to the 82mm mortar, which has made it the most powerful non-doctrinal mortar in the game. It most definitely needs to be toned down, as it currently has half the scatter it used to.
Speaking from a 1v1 perspective, OKW is now more in line with the base factions, and in fact requires a better mind in terms of strategic planning to make the most of their powerful veterancy system. Ostheer has more choices through their opening, and is able to rely much more on their support weapons as they were designed to, and can also rely on their t3 units, though they still have troubles vs. USF early game. USF has a more potent late game, and is a viable faction now for higher game modes. Soviets have a long range infantry squad that can do its job as an elite defensive unit, and can hold the line more efficiently vs. late game german assaults.
These are of course just my initial conclusions after playing at least 4 1v1s with each faction, and several 2v2s, which I believe transitions well into the 2v2 scene.
Well put. Nothing more can be added. |
OKW units are still very powerfull
And what did you expect?
I told you guys you will come back here again and cry "OKW OP!". You were hasty in your joy. |