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Thread: Why does balance team remove all fun from coh13 Dec 2019, 21:33 PM
What if the moderators removed all fun from COH2.ORG by immediately locking troll threads? In: COH2 Balance |
Thread: Tank hunter doctrine underpowered13 Dec 2019, 20:57 PM
Most of the time the Ele will be facing towards the enemy. I called it in at the angle it would normally be called in during a game. It was also the same angle that I tested originally. In: COH2 Balance |
Thread: Guards underperform13 Dec 2019, 17:21 PM
Thanks, this wasn't intended at me but I also didn't know about them. In: COH2 Balance |
Thread: 3v3 and 4v4 state of the game13 Dec 2019, 16:48 PM
As the title says id like to know what the opinion of the community is , are you satisfied with the game balance in very broad terms or do you think one side has an unfair advantage . If so would you want upcoming changes of the game to take into consideration these game modes since many people are playing in those ? I haven't been playing a lot of 3's or 4's recently but usually when I do, I normally feel like I got outplayed when I lose. If one side is stronger, I couldn't tell you which. Also, 3v3 and 4v4 are the same game only to people that don't play them much (or possibly don't play them well). The dynamics of 3v3 are different. I have friends who have been part of teams that were top 20 in 4v4 that won't play 3v3 because it is that different. In: COH2 Gameplay |
Thread: Guards underperform13 Dec 2019, 16:40 PM
I play a fair amount of Soviets and don't mind it as it is. It's usually broken by smoke from Panzer tactician so that seems like a normal play-counterplay progression. I sometimes use it to save a retreating tank on my team or to slow down an opposing tank long enough to kill it. It works fine for its cost. In: COH2 Balance |
Thread: Guards underperform13 Dec 2019, 15:22 PM
Thanks for checking. It gets interrupted by smoke, loss of LOS, or giving any other command to the Guards so I don't think I've seen it go for the full 10 seconds in a game. It used to be too good but seems okay now. This thread is the first that I've ever seen someone complain about it. In: COH2 Balance |
Thread: Guards underperform13 Dec 2019, 15:02 PM
the duration is also very short. 5 seconds? About five seconds, maybe a bit more - When it was longer, you could button and IL2 bomb most tanks. Most people don't like guaranteed 2-click wipes much better than guaranteed one-click wipes. Is this just some exercise in trolling, to see how many people will play or get upset? Guards are mostly fine, with maybe a tiny bit too high of a weapon drop rate (because of the large number of weapons that can be dropped). In: COH2 Balance |
Thread: Tank hunter doctrine underpowered13 Dec 2019, 06:25 AM
Well, I was thinking that you may be done with your fantasy world where I, for some nefarious reason, am making up many lies about one of the best Soviet commanders, and you are here to save the ignorant masses from my evil machinations. I was clearly mistaken. One of your favorites is how lied about the timing. In parts of your fantasy, you said that I came up with such a crazy amount of time that even I admitted I lied. Here's what I said about PTAB timing.
You could've watched it or ran the test yourself and saw that I wasn't lying about the timing. Instead, you invented your fantasy world. Are you going to call yourself lazy for not checking? For everybody else, here is a video where you can see the delay. The only thing that I would agree with Sky about is that it does work better against Panthers and Ele's (which I didn't check originally). My testing was originally against PIV's, where Sky later admitted that it doesn't work well. IMO, the timing on this is slow for something that is intended for anti-armor. I'd rather have the rocket strafe or the anti-tank overwatch, both of which are good as is. I'd like something like this for a revised commander: 2cp - PTRS Cons (give them tank traps and maybe tellers in addition to ATG's, take away armor detection and give back molo's) 2cp - Camouflage (needs a little rework) 8cp - B4 (bait - something to dive at (shamelessly borrowed from Wingzero and others)) 9cp - Command T-34/85 (set limit to 2, give mark target and same recon as UKF command, maybe reload aura, standard stats but slight increase in cost, becomes standard T34/85 if abandoned) 9cp - anti-tank overwatch or maybe IL2 rocket strafe This probably wouldn't displace any of the heavy tank meta commanders but would be a solid commander that you could use in any game mode. In: COH2 Balance |
Thread: Stats from the WCS 201912 Dec 2019, 23:02 PM
That is what I am guessing happened, probably in response to the new heavy meta. It would be interesting to see if just toning down down the heavys (more CP's) help with OST or if the Panther and Stug need buffs. I play mostly 3's and 4's and don't like fighting IS2's with Panthers much. On some of the city maps they can be really hard to kill if used even somewhat cautiously. In: Lobby |
Thread: Stats from the WCS 201912 Dec 2019, 21:26 PM
Gentlemen, I too work with data, and despite nearly drowning in hundreds of thousands of entries of it per project, I still find myself also saying "I wish I had _more_ on _this part_ to get a better idea of how these relate..." I don't know, other than being pretty sure this would've put players in a worse spot when playing as Axis. Some might also have tried Elite Armor with HEAT rounds. I think there would've been complaints about the T70 into IS2 and a lot of people wanting the IS2 to have a higher CP requirement. In: Lobby |
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