Yeah they managed to buff a unit they were trying to nerf. FailFish
No, they were trying to change it into something that deals more reliable damage. It used to be so unreliable that it was good only for meme games.
Posts: 1954
Thread: The devs did it again... Buffed B4 into the heaven17 Jun 2021, 00:10 AM
Yeah they managed to buff a unit they were trying to nerf. FailFish No, they were trying to change it into something that deals more reliable damage. It used to be so unreliable that it was good only for meme games. In: COH2 Balance |
Thread: PTRS Conscripts and 7 man15 Jun 2021, 05:09 AM
Why? Six man Con squads are easily wiped. Even 7 man sometimes get wiped to a Walking Stuka. These upgrades shouldn't be exclusive. If a Con pick up any other weapon then I could see it blocking the MR upgrade but PTRS doesn't play the same. The PPSH upgrade would make 7 man Cons too powerful, but 7 man PTRS would be only slightly more usable. In: COH2 Balance |
Thread: Winrates indicate horrible balance15 Jun 2021, 01:48 AM
The numbers at the top have a tendency to even out because of the higher levels of skill difference. Usually, top10 players are much better than top 30, 30 better than 100, etc. A top 30 UKF player is not going to have much of a problem beating a top 100. This is true more in 1v1's than other modes, but still is a factor in the other modes. Several patches ago, I'd bet that the UKF win rate was at least 50%. The balance team nerfed the accuracy of the Firefly and Commet, as well as inflating the pop cap of the UKF tanks badly (Churchill included). They nerfed it to the point that the UKF has no resiliency in a 4v4 slugfest. They gave a tiny bit back on emplacements, but emplacements aren't a path to victory against good players. In: COH2 Balance |
Thread: Barbed wire building exit trap13 Jun 2021, 16:59 PM
Making a Stormtrooper petting zoo isn't any more unpleasant than Close the Pocket. In: COH2 Gameplay |
Thread: I think now ptrs penals are a valid at squad13 Jun 2021, 03:27 AM
Let me guess, you lost your heavy tank to a 2x penals when you rushed into them and they managed to get off the super low range satchel. Then you got snared and lost a lot of HP on the tank. As for the "valid AT squad". You most likely lost a light vehicle to them, maybe made another one and lost that too and then said "penals OP" or sth. I think you have the events correct, but not in the right order. He lost his first 222, then his second. After that, he dove in his Vet0 KT on 3x PTRS penals because he going to show the Russians who is Boss. Unfortunately, he also did some mine sweeping with his KT followed by getting satcheled. It was made a little worse by clicking slightly too far back and having the KT waddle three times instead of simply reversing. The next thread will be about pathing. In: COH2 Balance |
Thread: Does the dropped player get WIN point if his mate won?10 Jun 2021, 01:33 AM
Hi there, I think they get a loss unless they are part of a team with at least one player in the match. In: COH2 Gameplay |
Thread: when will the commander patch be released?10 Jun 2021, 01:21 AM
But I heard he hooked up with a hot little intern so he's looking forward to a lot of happy endings..... In: Lobby |
Thread: KT is trash 10 Jun 2021, 00:21 AM
The gun is an RNG cannon now, it is slow, but it is very durable when supported. With that I'll say it is very good at holding singular points, usually VPs and can hold lanes well when coupled with an elephant/jt etc. Beyond that though it's pretty meh. Sometimes it'll knock 70% HP off squads and sometimes it'll miss entirely. I almost wish it had a substantially worse reload for better scatter because as we all know when we use it, it misses repeatedly, but when our opponent uses it, it wipes squads left and right. It's really good on the top or bottom of Port of Hamburg, as well as the city side of City 17, or almost anywhere on Essen. If I don't YOLO it, I often rack up 50-80 kills. It's mostly worthless on Red Ball, White Ball, etc. unless paired with a teammate that has a JT. It's kind of slow to vet, but once it hits vet 4 it seems pretty good. In: COH2 Balance |
Thread: NO BAN system for DROPPERS7 Jun 2021, 23:49 PM
Sure, right after they eliminate bug splats, disconnects, and drop hacking........ In: COH2 Balance |
Thread: Jagdtigers AE ability is broken, change my mind...23 May 2021, 19:21 PM
85 minute game... I think my shoulder would give out before I could finish that 😂 If you play 4v4 randoms, you have to expect those to happen sometimes. This was on Hill 400 where I had to fight over the mid while players on both sides wanted an arty fest. Considering the number of Katy or Calliope rounds I took, it felt fine that my JT got over 100 kills. I used the JT barrage to keep them from capping mid while they used their rocket arty to keep me from capping. Eventually I capped it enough to tick down the VP's. BTW - it's games like that one that make me want arty of any type to not be decrewed or abandoned and a hard cap of 2. When I look up from the scrum in the middle, where it feels like I've been fighting 1v2 for the last 30 minutes, when I see half of some of my teammates pop cap is in arty, it's hard not to get pissed. I then understand why it feels like I've been fighting 1v2. If you watch the replay in the Arty Rant, you'll see the same thing. It's the same when I play allies, look back, and see my teammate running around with 3 Katy's. I then start hoping for the Puma........ Lastly, I've tried diving with the JT and using the barrage to push around AT guns. It doesn't work in a 4v4 as there is always too much AT around. After having both used the ability and fought against it, it really doesn't seem OP. In: COH2 Balance |
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