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Thread: Visions about P4 and P510 Apr 2017, 18:55 PM
The Ost P4 was overpriced. It should have been around 110 fuel. Both Panthers should have had a range of 60. They are main battle tanks but used more like dedicated TD's . Also, didn't they have the same KwK42 as the JP4? In: COH2 Balance |
Thread: Can't afford to leave 3vs3/4vs4 behind10 Apr 2017, 01:25 AM
The nerfs on the JT and Ele would probably work. Would be better to try this as a first step rather than nerfing it into the ground. The ISU was overnerfed and has rarely been built since. Changing the barrage pattern of the Calliope to 6-6-6 might work. I don't think reducing it's range would make things better. It's already at its best when fired from near minimum range. It almost guarantees wipes of full health squads when used like a shotgun. The only rocket arty that is comparable is the Walking Stuka, which is better at wiping squads and support weapons when it hits, but is a little more hit-or-miss due to the tight cluster. Please don't do anything to the Walking Stuka without nerfing sim city, and please don't do anything to the Calliope without nerfing the super TD's. In: COH2 Balance |
Thread: Can't afford to leave 3vs3/4vs4 behind9 Apr 2017, 17:36 PM
Maybe instead of less pop on 3's and 4's, just revise the map pool to eliminate long narrow maps (Red Ball) and more short wide (shaped like Steppes or General Mud). The long narrow maps put Soviets at a significant disadvantage. Putting a cooldown on FRP would help, but it should apply to all FRP's including Major. One improvement to caches could be to divide the normal resource gain by the number of players (1/2 for a 2v2, etc) and then let other players improve it, 200mp at a time, until it reaches full value. Having it benefit only one player would likely result in people teamkilling caches instead of playing the game (at least in randoms). In: COH2 Balance |
Thread: Can't afford to leave 3vs3/4vs4 behind9 Apr 2017, 15:05 PM
as long as relic refuse to separate 1v1, 2v2 and 3v3+ for balancing - which will be a harder work, you'll just have to deal with it. aand with so many people just jumping on a bandwagon yelling "let team modes die, but not 2v2 because i play 2v2 occasionally... but let 3v3+ die..." BS, i doubt we will see an improvement in coh2 or even in future relic titles. This is almost the entirety of the imbalance in 4v4. Add to it offmaps like the soon-to-be-nerfed Artillery cover and probably-never-to-be-nerfed Stuka CAS and Stuka dive bomb and you have pretty much all of the problem. In: COH2 Balance |
Thread: GCS Balance Preview9 Apr 2017, 14:47 PM
The normal targeting always shoots well beyond its target. I've had better success with it by using attack ground, but it still overshoots its target so you have to manually target short of the intended target. Rather than fix the Bulldozer, I'd rather they copy the ballistics of the Brummbaer to match the Bulldozer. The Bulldozer would be fine with the fuel dropped to 110 and a slight improvement to targeting. In: Lobby |
Thread: GCS Balance Preview9 Apr 2017, 14:33 PM
This plus regularly one-shots on anti-tank gun crews. In: Lobby |
Thread: Winter Balance Patch Analysis9 Apr 2017, 03:10 AM
I've still been having problems with it hitting the ground on maps where it is shooting uphill. I'd gladly give up camo for a PAK 40. In: News |
Thread: Soviets needs a buff8 Apr 2017, 13:55 PM
Most of the complaining comes from team games, where the heavies are never unsupported. There are very limited flanking opportunities so any mediums that the allies have will eventually end up facing heavies straight on. It makes them worthless which is why allied players make so much arty in larger games. In: COH2 Balance |
Thread: Soviets needs a buff7 Apr 2017, 18:50 PM
No, your idea is bad. In the current meta, cons get wiped by indirect and T34's get wiped by TD's or super-TD's. Improved veterancy won't do anything to that, other than make people rage quit when their vet 3 T34 goes up in smoke. Until the core armies are somewhat comparable, balance will be impossible. In: COH2 Balance |
Thread: OKW's early game over-dominance7 Apr 2017, 16:36 PM
I don't think I've said that anyone besides Soviets were weak in team games. Last patch, they were badly OP in 1's and not that good in 3's & 4's. Autofire for all indirect should have its range nerfed to 60 or less. That would go a long way towards solving the mortar pit problem. It wouldn't bother me if autofire was eliminated on all indirect. In: COH2 Balance |
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Latest replays uploaded by Grumpy
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VSSvtlightning ~TAB~ NJM ~TAB~ EffenNewbie m00 <~TAB~>fork Lick3tySplit single Orange Zombie [ROK]TAB vs well ranked randoms - 48 minute slugfest on City 17by: Grumpy map: City 171-861
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VSRiffzBearrito ~TAB~ van Voort Rasco400 ~TAB~ EffenNewbieF I'm home FF AIDS Gro?deutschland Mr. Chow Gro?deutschland Team Brannen Gro?deutschlandTAB vs Grossdeutschlandby: Grumpy map: Lazenrath Ambush2-943
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VS~TAB~ EffenNewbie ~TAB~ Beemer8 ~TAB~ van Voort ~TAB~ the_red_bearNerojoshua T<[=VoW=]>uzumaki Tyranus l 6.? SS-Panzer-Armee MrSipan2-1,028
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VS~TAB~ EffenNewbie m00 <*~TAB*~> ~TAB~ Beemer8 ~TAB~ GBPirateAudreyBurn Master Apex er mer gerd BlackSharkTAB lategame alliesby: Grumpy map: Lazenrath Ambush1-952
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