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Thread: Vicker15 Jan 2016, 14:14 PM
Be thankful you don't have to use the MG34 lol. Capturing a Vickers as OKW always makes my day when it happens. But I agree it could use a slight cost reduction to 260 MP. In: COH2 Balance |
Thread: Patch notes 14th Jan14 Jan 2016, 23:37 PM
Small incremental changes are just as good as big sweeping ones as long as you keep a focused goal in mind, if you don't then you can stray and end up all over the place since in single big patches it's easier to have a central objective. I mean Relic is done developing for the game anyway so It's not surprising they would move to the "patch when ever we have something that could be called a patch" model. In: COH2 Gameplay |
Thread: Some inconsistencies and Issues14 Jan 2016, 21:16 PM
Panther: Panther PzKpfw V Medium Tank Unlocks the 'Blitzkrieg' ability +10% armour +20% health, +40% weapon rotation speed -30% reload, +20% rotation speed, +10% ac/de-celeration Comet: Comet Cruiser Tank Fires White phosphorus instead of normal smoke,This phosphourus burns infantry units all the way to death,blocks vision,and stops vehicles from firing. Turret horizontal movement spend increased by 35%,+30% accuracy Speed increased by 30%,Crew will attack nearby targets with their grenades by default,acceleration and decelleration increased by 20% White Phos that kills infantry, better accuracy, better speed and auto attack grenades don't really sound like a worse deal than just the stat buffs the Panther has. Both are good tanks that focus on different things. It's like wondering why the Tiger I has better general performance than the specialized Jadgtiger. In: COH2 Balance |
Thread: There is something should be done about rocket artillery.14 Jan 2016, 17:25 PM
Katyusha firing a bit faster (I mean thats what it's shtick was IRL) and Callopie not being a literal tank durability wise would be nice. Especially since going deep with a light vehicle is effective against every rocket artillery piece except the Callopie which is silly. In: COH2 Balance |
Thread: Redesigning USF Crews.14 Jan 2016, 17:20 PM
Vehicle crews (like a lot of stuff in the game) should have just been something everyone has or nobody has. Features that allow factions to be more mobile than others is good, but giving an additional tactical option to one faction when the enemy gets none is just bad design. If you wanted to keep vehicle crews the way I would do it is if a tank dies with vet 1+ the crew jumps out and you can "merge" it into a new tank giving that tank the veteran crews vet level. Or just use the crew for repairs. In: COH2 Gameplay |
Thread: Balance Forum - What happened?14 Jan 2016, 17:11 PM
Without getting into all the KIDS THESE DAYS talk I keep seeing in this thread generally the biggest issue CoH2 has had balance wise is that Relic tends to apply very lazy fixes. Here are a couple of examples -Giving OKW and USF the stuff they needed to not be gimmick factions by just making people buy new commanders. Essentially a "you must pay this much in order to be competitive" which is stupid in a game that already has enough expansions, factions, and DLC already. -The new OKW Commanders features have been in the game since a year ago. Not joking the abilities they use have all been around (except for the flame Hetzer) have existed in the files for ages meaning Relic couldn't even be bothered to implement the Commanders when everything they used already existed and/or come up with something new. -The new USF Commanders are just objectively better in every way considering the power of the Callopie and the versatility gained through elite infantry. -Brits took forever to get "fixed" (as in ironing out all the insane bugs like guns have no scatter, bombing runs that do more damage than 750+ munition artillery strikes, grenades with massive AoE's, and so on and so forth because Relic just copied older scrapped abilities and or just didn't do their homework while coding). -Wehr still being the most well designed and rounded out faction (with Soviets a close second) because they get all the tools you need to succeed without relying on DLC bullshit and not relying on gimmicky stuff. In closing the thing were people refuse to look at themselves for whats wrong and blame others has indeed been a thing since the dawn of time. I used to do it, and it's generally the hall mark of a bad player. But the fact that stupid or lazy people exist isn't an excuse for some of the actions Relic has taken with this game. I do like they have tried to reduce the amount of gimmicks by a lot but they are clearly done developing CoH2 and I hope they take the lessons learned when developing DoW3. In: COH2 Balance |
Thread: Why is Air Superiority "OP" ?12 Oct 2015, 17:58 PM
Than buff Brits artillery options. Doesn't excuse this blatantly broken and OP ability. In: COH2 Balance |
Thread: Why is Air Superiority "OP" ?12 Oct 2015, 17:23 PM
It takes 600+ munitions for every other faction accomplish what Air Superiority does. The Brits shouldn't be some magical exception were they get the best of everything for twice as cheap. Also nice troll thread OP. In: COH2 Balance |
Thread: Next patch sneak peak by Relic8 Oct 2015, 22:34 PM
I don't care how long it takes to get a patch released, I just want them to thoroughly internally test it. They need to get rid of the Patch Mod system and go to a PTR system that MMO's like WoW and EVE online have. That way players don't need to spend nearly as much effort in order to find matches. Simply offer an option on the main menu to switch to "Beta mode" which gives you an overview of the upcoming patch changes and allows for auto matching with other beta testers. They also need a more robust bug finding system, they shouldn't need to rely on 2-3 players in the entire community to find things. Me and Cruzz shouldn't know more about the internal game mechanics than the people developing the game. In: Lobby |
Thread: Another bug & balance list6 Oct 2015, 15:34 PM
I'm a bit lazy to put screenshots, but almost since WFA launch, the OKW IR HT will keep some infantry units "marked" on the tactical map out of it's range. This has to do with the fact it's a weapon. I think you used to be able to recreate this by damaging a unit while the search light has it under it's sweep. Will need to investigate further. In: COH2 Bugs |
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