Crit rate is the same on all snares. The tank must be below 75% health once the damage of the snare is applied. No imba here mate
Mostly this - in addition, snares have a penetration value and might not penetrate front armor (IS2, JT, Ele, etc)
Posts: 1954
Thread: USF AT grenades23 Aug 2019, 15:30 PM
Crit rate is the same on all snares. The tank must be below 75% health once the damage of the snare is applied. No imba here mate Mostly this - in addition, snares have a penetration value and might not penetrate front armor (IS2, JT, Ele, etc) In: COH2 Balance |
Thread: The Leaver Problem23 Aug 2019, 15:25 PM
I think Stug Life is correct on this one. Relic would have to put a lot of programming effort into it and there is no payback at this point. Also, could Relic tell the difference between a bugsplat and an intentional early leave? PS - you could make your odds better by getting a group of friends and playing with them. At least your team would just have bugsplats or disconnects. In: COH2 Gameplay |
Thread: What the new balance patch got wrong?23 Aug 2019, 03:05 AM
I always knew there were some people who enjoyed rak cheese. Just never realized there was as many as there are Yes, a lot of us do. Sometimes the rak cheese is best served with a side dish of eat-shit-and-die, like getting two raketens and using them to kill your JT. https://photos.google.com/album/AF1QipMAhE1TWEw7bblZw-plGa8HIdFVoE-YB4M2XSvP In: COH2 Balance |
Thread: USA September patch discussion23 Aug 2019, 01:26 AM
Why don’t compare it to okw instead of osther ? Unlike okw osther can only skip tech not chose them like USF and okw , I mean why do okw has to pay 15 fuel to get Molotov and at least 55 to get at nade ? Why do team weapons comes so late ? Why is the teach tree so expensive coparade to su ? Not sure I understand your post. In the version of COH2 that I play, the OKW AT gun is Tier 0, flame nades and panzerfausts are free with any completed truck and the MG34 is available after any truck is converted - making their cost for the unlocking team weapons and tech among the cheapest and fastest. In: COH2 Balance |
Thread: USA September patch discussion22 Aug 2019, 23:37 PM
It would go a long way towards making USF competitive in 4v4's if they made the new, improved, Pershing non-doctrinal like the KT. They could sub in the Easy 8 into Heavy Cav. Also, USF tech is still messed up. It pays 700 MP 100 Fuel to get access to all of the weapon teams and side tech. It includes two squads that are sometimes not wanted. Ost pays 330/70 to get the same access minus the squads. USF adds in 200/40 (900/140) if they want to make light vehicles or pak howies. I'd much rather give up the free squads, pay the 330/70 and not have the strange power spikes that cause games to go back and forth. In short, USF tech is still too cheap in manpower and too expensive in fuel. In: COH2 Balance |
Thread: Summer Balance Patch?22 Aug 2019, 23:08 PM
Okay, are you trolling us because someone made comments about when it would actually arrive or checking to see who complains without actually playing the patch? In: COH2 Gameplay |
Thread: USA September patch discussion22 Aug 2019, 22:52 PM
The mortar halftracks don't seem to be paying for themselves, at least when I try them. They don't get a lot of wipes, and in late game they'll get wiped by howitzers/rocket arty. Getting them means you've delayed your first Jackson by a minute or two and most of us would rather have the earlier Jackson. The white phos might have been annoying, at least to two prolific posters, but it didn't kill anything and was another ammo sink in a faction that doesn't need an ammo sink. The Ost mortar halftrack is still pretty good as you can flame retreat paths and get wipes. It will pay for itself regardless of what happens in late game. I'm not sure why anyone thought it needed a buff. It's going to wipe squads and team weapons like crazy, especially with the buff it didn't need. In: COH2 Balance |
Thread: Why USF so bad in tournaments?22 Aug 2019, 20:53 PM
u know u could check my post history right ? No, I don't check your post history nor spend time keeping on top of memes. Your point? In: COH2 Balance |
Thread: USA September patch discussion22 Aug 2019, 19:44 PM
3 points I would like to bring up I understand why they're nerfing the Scott's direct fire ability. However, once that is done, you have a mobile howitzer that has the range and damage that is more similar to a mortar than a howitzer, yet the fuel cost is about the same as a real howitzer and the price and pop cap are about 2/3 of a regular howitzer. The barrage range is currently less than an LEIG. The Scott had double the range of a LEIG and about 80-90% of the range of an LEFH. In COH2 terms, it should've had a range of 120-130, barrage timers and shells about the same as on-map howitzer, and a damage profile that is about half of a regular howitzer. In: COH2 Balance |
Thread: Why USF so bad in tournaments?22 Aug 2019, 18:43 PM
>reading the pacth notes Pot, meet kettle. Starting with your name, you're probably one of the worst fan boys on this site - bad enough that you can't distinguish between a fan boy and someone who wants all the factions to be competitive in all game modes. In: COH2 Balance |
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