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Thread: Hi Maybe someone can help me 23 Jun 2021, 05:16 AM
In: Lobby |
Thread: Axis tank spam in teams22 Jun 2021, 03:38 AM
Your poll is somewhat flawed since tanks depend on fuel as much as they do MP. If you're getting rolled by massive amounts of tanks then you probably didn't have a good start to the game. In: COH2 Gameplay |
Thread: Could we just delete vet 1 ML-20 smoke barrage ?. 22 Jun 2021, 02:40 AM
Yes, replace it with a 20 munition Precision strike, because that won't be terrible....... In: COH2 Balance |
Thread: The devs did it again... Buffed B4 into the heaven22 Jun 2021, 02:32 AM
Nah, but maybe time for enough people to realize that arty needs to be toned down. In games like Total Annihilation, you could have games with units either banned or limited. I think the game would be a lot more fun with limits on arty. In: COH2 Balance |
Thread: Bunkers22 Jun 2021, 01:54 AM
I might agree that Bunkers should cost population, but the difference in strength between OST and USF "bunkers" isnt something I think you can totally fairly compare directly. The fighting pit and bunker are so different that I don't know how you can really compare them. Yes, the bunker is tougher but the fighting pit gives free rifle nades to a garrisoned RE. That's really apples and oranges. I do think that giving them a pop cap of 1-2 would be justified. In: COH2 Balance |
Thread: The devs did it again... Buffed B4 into the heaven22 Jun 2021, 01:29 AM
Just axis players being braindead and sucking CB for too long I play both Axis and Allies. The point that the Axis players could've made is that a viable on-map howitzer will force them into the same stale meta that Allied players have had to endure for years. It wasn't too bad if you played Soviets before they took the bombing run out of Mechanized, but it got bad even as Soviet after that. I'm not looking forward to autopicking Storm for the next 300 games because I see 7 B4 commanders in the 4 opponents loadouts every game. I've made the suggestion a couple of times that howitzers should be given the same treatment as heavies, meaning a limit on them and possibly even a cooldown on building them. I hope that the balance team thinks about something like that instead of just nerfing the B4 and pretending everything is fine. As a point of reference, the balance team specifically made the Priest so that it could not be decrewed when Priest spam was a thing. They should've done that to all howitzers. In: COH2 Balance |
Thread: Hi Maybe someone can help me 22 Jun 2021, 00:50 AM
When I look at NSO Lockdown or Strurmpanther over twich dan I see that they do not have the problems. As written I get together with the best players via randoms and we don't manage to win against people who have 100 STD game time. It's also that the opponent can somehow build more units faster and put more units on the field like me? When you're trying to use Google translate, try writing like you would talk to a child. Google translate struggles when using more complex sentences. Also, abbreviations don't help. I'm pretty sure you meant stunden but STD is something more like herpes or gonorrhea so you could've got a really interesting output from Google translate. Then the mods would have to move the post into the B4 thread. In: Lobby |
Thread: The devs did it again... Buffed B4 into the heaven22 Jun 2021, 00:09 AM
You can build a B4 every 2 minutes only if you can beat your opponent with a small army and never lose anything. The things that you're complaining about have been the bane of UKF for years. Their howitzer counters are more expensive and have much longer cooldowns. The only one that is comparable is the off-map in advanced emplacements but the rest of that commander sucks. Assault plus Supremacy is 310 munitions and has something like a 5 minute cooldown so you can't keep up with even a single player making howitzers. In: COH2 Balance |
Thread: The Stug E is still a terrible tank21 Jun 2021, 23:40 PM
I tried it once after I had problems in a game against somebody that used them. That's when I discovered that just one is underwhelming. You haven't seen it in game because getting two of them significantly delays the Tiger or the much better Brummbar. Also, the commander has some of the same problems that Rifle Company has for the USF. The Stug E is just a minor variant of a bunch of other similar vehicles. Even worse, there's no great late game abilities that justify having the commander in the loadout. If the Light Artillery Barrage had it's cost increased to 180 and would reliably destroy B4's, then you would see this commander a lot more. Also, maybe give the Stug E a 50-60 range barrage so that it can fire at emplacements. Being able to destroy emplacements and B4's, and having a Tiger would make it competitive. In: COH2 Balance |
Thread: Fuel or Ammo first?21 Jun 2021, 13:55 PM
Won't matter how many muni (and to a lesser extent VPs) you have if you're drowning in tanks. I see people make this mistake on Steppes all the time and usually the fuel advantage team eventually is just too much. Takes a series of miracles to beat an enemy when they have 2 or 3-1 armor advantage. Miracles happen when you build mines...... In: COH2 Gameplay |
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