I played several games as USF last night. The strafe worked well once against someone who was probably reading his e-mail, and didn't work at all against everyone else.
The AI strafe from CAS is okay, but I don't like the reworked commander anywhere near as much as the old one.
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Thread: OKW + USF new air offmap overpriced15 Dec 2015, 01:54 AM
In: COH2 Balance |
Thread: Time for Statistics14 Dec 2015, 06:12 AM
OKW is is still pretty strong, but now the stats are in a much more realistic place. They dropped in 1v1 first day but then popped right back the next day, most likely due to inflation. The huge spike was done with a total of only 32 games played. It was most likely done by just a couple good players who figured out how to be competitive. In: COH2 Balance |
Thread: Time for Statistics14 Dec 2015, 06:07 AM
Bringing this thread back a bit since we've had a weekend to collect win rate data after the dec 10th hotfix. The first thing I noticed is that even though people say that 1v1 was "almost perfect," the dec 10th changes brought OKW down from a .78 winrate to an average of .65, which is still 2nd or 3rd highest among the 5 factions. It really just goes to show that there is always room for improvement and "almost perfect" might not be as perfect as we think it might mean. I'm not sure, it is better than it was but would be good to wait awhile before saying much. In team games, teams with several OKW still seem to start fast but the cost nerfs have hurt it in longer games. I've only played one 1v1 and it was as USF against OST. The OST player had some extreme RNG go against him so I couldn't tell much, other than I probably wouldn't have wanted to be his keyboard or desk during the match. I'd guess that the big difference in 4v4 win rates is that most random teams will have at least one player quit if they're tripple-capped early which seems to happen a lot to allies. In: COH2 Balance |
Thread: cohdb - CoH2 replay analysis and statistics12 Dec 2015, 15:44 PM
Thank you - it's really interesting to see what this shows after a team game or to compare my CPM's across different game modes. In: Lobby |
Thread: The new pop cost of infantry12 Dec 2015, 15:21 PM
But why increase the pop of OST poineers? Is the performance too good? The poineers is the busiest worker as the same as soviet combat engineers. They both have to retreat for building. They both have poor combat performance and suffers from slowest repair speed.Just wonder why the poineers cost 6 pop now. Always sucks at late games because you have no pop space to build more poineers. They do have better LOS and slightly better combat abilities than either RE or CE's. If you dropped the pop cap, then wouldn't it make sense to buff the combat abilities of the other engineers to make it fair? If Relic does that with enough units, then eventually the game will be like Warcraft II where all of the units were basically the same but just had different skins. Also, RE's now cost 200 so Pio's are still cheaper on games lasting less than a half hour. Shocks seem like a really good squad for 8 pop cap. Maybe that is Relic making up for all of Soviet T1 being garbage. In: COH2 Balance |
Thread: Panzerfüsiliere as OKW T2 stock unit12 Dec 2015, 04:07 AM
Ok, stuff I think PF's as a stock unit would be awesome, but get rid of those lousy AT grenades and replace with shreks. Since the other five models would feel left out, give them free LMG's. Also, since they work well with ISG's, make a special buy-one-get-one-free version of the ISG that has double damage against Soviet shock troops because the shock troop PF matchup at close range isn't fair. In: COH2 Balance |
Thread: December 10Th Hotfix11 Dec 2015, 15:07 PM
Sorry, I hadn't noticed. Maybe you should make yourself a special badge and put it in your avatar to advertise. You could start with this and add "No 4v4's allowed" In: COH2 Gameplay |
Thread: Shrek and Bazooka should be more EXPENSIVE11 Dec 2015, 14:45 PM
What do u think about cost increased for Shrek and Bazooka? Shrek from 90 to 120 and Bazooka from 50 to 80-85 muni. I'm sick and tired to see all the players making hoardes of volks+shreks and riflemen+zookas. Almost nobody bought bazookas when they were 60 munis, and few people buy them now. You can't really compare zooks to shreks anyway, because shreks penetrate nearly every time and zooks penetrate 1/2 to 1/3 of the time (and IIRC do less damage). I'm not sure if shreks should have a price increase. Shrek blobs are still real and destroy allied armor quite well but they're also attached to an infantry unit that gets wiped somewhat easily. Leaving it alone for now would be good. In: COH2 Gameplay |
Thread: December 10Th Hotfix11 Dec 2015, 14:10 PM
I think puma + oswind meta is coming. Something like molo style 2.0 Four of us Bears ended up randomly matched against the #85 Axis team last night. I remember seeing a lot of Oswinds but not Puma's. On some of the other matches there were still quite a lot of KT's. We had 7 vp's left for what felt like 20 minutes. They had good map control and even with the fuel increase still had a lot of vehicles. Fixing the pop cap was what made the comeback possible since they weren't able to replace squads as easily as they would have before the patch. In: COH2 Gameplay |
Thread: Another late allied comeback11 Dec 2015, 08:07 AM
Sometimes you build a lot of engies because you have delusions of playing like sprice. Other times, you build them because you're not keeping anything alive anyway and would rather lose 200 mp instead of 280. This was one of the latter. We were down roughly 40 to 430 and still won. I tried to keep the middle VP and just got pummeled - but we held on just long enough In: Replays |
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