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Thread: video in signature?4 Jan 2021, 04:26 AM
Is there some way to make a video play in your signature? I tried to put one in but all that shows up is the link. In: COH2 Gameplay |
Thread: Rework 3vs3 and 4vs4 maps4 Jan 2021, 04:24 AM
But this is exactly what people don't understand. The mid is a bit of a scrum ruled by Elephants, JT's, and SU85's. In: COH2 Gameplay |
Thread: Rework 3vs3 and 4vs4 maps4 Jan 2021, 00:09 AM
Most guys in 4vs4 are camping with mgs, mortars, etc. And this map is very good for this playstyle, because its very hard to flank. Thats the reason its played often. For me its a static boring gameplay. Has more in common more with ww1 frontlines than ww2 combat. Well, you can always play Vielsalm instead of Red Ball. Most of us don't veto Red Ball because it is not at all unbalanced. Vielsalm seems like it should be a better map than it is, but always turns into a weird 2v2, with an odd spot in the middle. Lorch is weird because of the fact that few people can count past three, so they don't know what to do with the extra VP's. Lanzerath is still much worse from the bottom instead of the top. La Gleize is worse from the top than the bottom because of the difficulty in approaching the center VP, and the terrain is worse for units like the SU85 and ISU, that don't like sloping terrain. Port of Hamburg needs the canals shrunk and moved away from the center VP. It's the only surprise on the list, probably because the other maps are more deserving of vetoes. Mud isn't too hard. It's too big so it favors tanks like Panthers over everything else. All the mud makes long range infantry important, so most of us veto it as allied and want it as axis. In short, Rosbone's graphic makes sense because of the balance of the maps, not because people want to camp with MG's and mortars. The couple new maps like White Ball are really good, but my guess is that the few people that make maps have to put in hundreds of hours to make a map play like that. In: COH2 Gameplay |
Thread: Balance mod. Counter balance our salt. What do we LIKE?3 Jan 2021, 22:29 PM
OK we've all been critical of what we don't like. I often look for games but never see any. I've tried hosting but nobody joins. I try it in comp stomps but it really isn't like playing against a human. Well, most humans. I have an alt account for playing around. It's really fun to see what you see in 4v4 noob fests if you're not taking it seriously. I just played a game where a Brit built seven Vickers, eight Land Mattresses, and one Firefly. He had up to 5 Land Mattresses at a time, and would just retreat everything after fighting. It was pretty funny to watch all of them go off, with the only downside being that I had to destroy a lot of them after they were abandoned at the front. As far as the patch goes, most of it looks pretty good. I haven't commented on the good parts, but most of it seems like it will help. Even some of the things that I originally thought were bad like the Jackson and SU85 nerfs won't really be that bad. Manual reload for MG's will be a plus. Lowering Soviet costs for molos/snares. The RA bonus for pios will be good, somewhat wish it was a 0.8 damage multiplier. In: COH2 Balance |
Thread: [Winter Balance Update] SOV Feedback3 Jan 2021, 19:00 PM
Gawain thanks for explaining to vipper why a simple dps comparison doesn't show the whole picture. I like the suggestion of having them come out with 5 men for something like 270 mp. Some of the RA bonus might need to be transferred to vet 0. They start too slow and bleed too much in larger game modes. They shouldn't get 7 models with MR. MR should lower the reinforce cost and add the sixth man. Also, they should get some type of sight bonus and camo with the PTRS. That would also help with MP bleed and would turn an otherwise lackluster unit into something more useful. It would also help offset the ISU nerf. In: COH2 Balance |
Thread: [Winter Balance Update] SOV Feedback31 Dec 2020, 23:42 PM
Penals usually aren't cost efficient in 4v4. The reinforce cost is too much. They're okay at the start, particularly against OKW, not so much against Ost. I've never found less than three to work okay, so yes, building more makes it better, at least up until three. In: COH2 Balance |
Thread: [Winter Balance Update] SOV Feedback30 Dec 2020, 21:45 PM
It takes 3 maxims to lock down one of the outside lanes on Red Ball. It takes 2 MG42's or MG34's to do the same, but those will work much better than the three maxims. Also, if you go with three maxims, expect that a walking stuka will wipe two of them in the first shot. It seems like they should be either a lot cheaper or should do their job somewhat competently. In: COH2 Balance |
Thread: [Winter Balance Update] SOV Feedback29 Dec 2020, 05:54 AM
The satchels would get replaced by the AT nade volley. The range on the satchels is too low to be usable against anything but a computer. Call the idea sill if you need to, but the proposed unit is still not going to be good for competitive play. Also, as FunPolice pointed out, you typically can't afford more than 3 penals, so turning one of them into a PTRS penal really hurts late game. Alternatively, if they could stow the PTRS and go back to their normal weapons then the upgrade would be worthwhile. It would need to work like the minesweeper on Sturmpios. In: COH2 Balance |
Thread: [Winter Balance Update] SOV Feedback29 Dec 2020, 03:06 AM
I was normalizing on cost. There was 150 muni's of zooks on the rangers, versus 120 in shreks, 100 in piats or zooks on RE's. The 150 barely outperformed the 120, and was about 50% better than the standard zooks on RE's. The balance team should consider giving PTRS penals the same type of camo and AT nades that tank hunter Cons get. They're just going to get shredded otherwise. In: COH2 Balance |
Thread: [Winter Balance Update] SOV Feedback29 Dec 2020, 00:28 AM
Was this 2 zooks on the RET's, 2 shreks, 2 piats? The rangers looked like they did a lot better, but if it was 3 vs 2 then they really didn't do very different than RET's. In: COH2 Balance |
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