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Thread: USF 240mm28 Aug 2019, 15:11 PM
It would be much better if they made a couple shells land where you click. I know it's supposed to be a RNG cannon but a little less RNG would be nice. In: COH2 Balance |
Thread: Panzerfusiliers Need Adjustments27 Aug 2019, 16:28 PM
no they are not fine they are overpriced, cons have better scalling than volks do they cost more even if they are worse ? Wow, just wow. In: COH2 Balance |
Thread: Panzerfusiliers Need Adjustments27 Aug 2019, 15:30 PM
So like penal to cons ? Sounds good. Then take away the G43 upgrade and Panzershrek upgrades and give them a PTRS upgrade. Or don't compare units in a vacuum. I'd be surprised if the balance team considers upgrading the starting performance of PF's to match Volks. They've been trying to avoid making "no-brainer" units and that would definitely make them a no-brainer. They scale better than volks and are fine as is. In: COH2 Balance |
Thread: Cleaning up the map poll26 Aug 2019, 15:50 PM
Bro lost glider is fine, even better than most. Moscow outskirts could use better symmetry, but other than that it’s fine. Moscow Outskirts is great as long as you don't start on top. The fence that blocks sight by the left fuel makes the top's natural fuel easier to contest. The long stretch of impassible terrain at the top makes for a terrible retreat path for the player that spawns top right. If you're fighting at the center and a unit retreats, it will go almost as far right as it goes up and makes it a lot more likely to get wiped if the other team is contesting the right half of the map, which they normally do. Also, the buildings at the top make excellent Stormtrooper insertion points, with team weapons normally positioned near the buildings and infantry further south. In: COH2 Gameplay |
Thread: UKF September patch discussion26 Aug 2019, 05:48 AM
We just saw a balance preview game with 3 Churchill I missed the preview games. Were they all 1v1's and did the person using 3 Churchill's win? I could see where you might get away with that in a 1v1. In a 3v3 or more, someone will run a recon and someone will follow that with a Walking Stuka, Pwerfer, or LEFH shot and get the engineers repairing the Churchill. Then you get to wait a minute for your new engineers to spawn before resuming repairs. Some of the disagreements may be a matter of perspective. I just played two games against Sim City. In the first one, someone built so many Bofors in the center of Lienne that it became funny at some point. They usually lasted about 2-3 minutes. The most annoying thing was that I couldn't harass their fuel because the retreat path would have been right past the Bofors. The second match was on Steppes and I had to take down a Bofors and mortar pit by myself. It took way too long and almost caused us to lose. Mortar halftracks will do it but it can take awhile, even with incendiary. If all my experience was like the second game then maybe I'd be more worried about Sim City. In any case, Sim City didn't seem all that viable so it seems like people are mostly complaining that it took them too long to win a game. In: COH2 Balance |
Thread: UKF September patch discussion26 Aug 2019, 05:06 AM
2 is still very strong and im not a fan of hard limits, it just weaken the viability and options. Can the engine do such limits even? So confusing. The +2 pop cap is already a decent nerf and effectively limits a player to two Churchills. Two Churchills plus two sappers and three Sections is around 75 pop cap, leaving 25 for AT plus whatever else you're going to get. Add in a Vickers, and you are probably going to have to choose between a 6 pounder or a Firefly. In: COH2 Balance |
Thread: UKF September patch discussion26 Aug 2019, 04:28 AM
Given the other changes to Rifle Sections and pyrotechnics, would the balance team look at restoring the ability of Tank Hunters to be upgraded at least to pyrotechnics? I haven't seen them used in ages, they were always sorta situational, like a panic puma only worse, and the doctrine as a whole is so-so. It would also help if some of the shells on the off-map arty didn't scatter so that it would reliably counter howitzers. In: COH2 Balance |
Thread: Soviet September patch discussion24 Aug 2019, 20:56 PM
The mobilize reserves price change doesn't make sense. Cons scale worse than either grens or volks and have no non-doc upgrades. They always are faced with rocket arty and get wiped in 4's worse than any other mainline infantry. In: COH2 Balance |
Thread: Cons svt vs ppsh24 Aug 2019, 16:47 PM
Why does svts work better than ppsh on cons? On most maps SVT's are better due to lack of sight blockers and lanes that are easy to lock down with MG's. In: COH2 Balance |
Thread: USF AT grenades23 Aug 2019, 17:14 PM
The long wait does lead to some strange animations - like the AT nade appearing as a guided missile that hits at a really long distance, and often not hitting until the target tank has backed up enough that it doesn't have to worry about AT guns. In: COH2 Balance |
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Latest replays uploaded by Grumpy
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VSSvtlightning ~TAB~ NJM ~TAB~ EffenNewbie m00 <~TAB~>fork Lick3tySplit single Orange Zombie [ROK]TAB vs well ranked randoms - 48 minute slugfest on City 17by: Grumpy map: City 171-861
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VSRiffzBearrito ~TAB~ van Voort Rasco400 ~TAB~ EffenNewbieF I'm home FF AIDS Gro?deutschland Mr. Chow Gro?deutschland Team Brannen Gro?deutschlandTAB vs Grossdeutschlandby: Grumpy map: Lazenrath Ambush2-943
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VS~TAB~ EffenNewbie ~TAB~ Beemer8 ~TAB~ van Voort ~TAB~ the_red_bearNerojoshua T<[=VoW=]>uzumaki Tyranus l 6.? SS-Panzer-Armee MrSipan2-1,028
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VS~TAB~ EffenNewbie m00 <*~TAB*~> ~TAB~ Beemer8 ~TAB~ GBPirateAudreyBurn Master Apex er mer gerd BlackSharkTAB lategame alliesby: Grumpy map: Lazenrath Ambush1-955
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