It would change nothing.
Allies op this patch despite any rates.
Caches benefit allies much more than axis.
Why so bitter yo.
Thread: Fuel rationing as an approach to balancing31 Jul 2015, 00:30 AM
It would change nothing. Why so bitter yo. In: COH2 Balance |
Thread: OH has too much in the openiing31 Jul 2015, 00:23 AM
Ah the "I don't have an argument so your wrong I'm right neener neener neener". Christ dude stop trying to misrepresent what I am saying. I didn't say the Panther was useless, I said it was inefficient and that you can get more bang for your buck by just sticking to T3 and setting up some LefH's (which actually have range longer then spitting distance) for your indirect needs. You are arrogant as hell dude, every time I try to address your arguments you just pull a "no your wrong" without giving an reason why which makes me question if you have actually played the game recently. Statements like "Late game super heavy call ins" when Ostheer has one that's limited to one. In: COH2 Balance |
Thread: Fuel rationing as an approach to balancing31 Jul 2015, 00:12 AM
They could just make it so that you can add on an upgrade to teamates caches so they stack. No big deal. Okay so what happens to the OKW players when they are 20+ fuel per minute behind their opponents because they can't make caches/benefit from them? It would balance Ost versus Allies in team games (income wise at least) but put OKW at a significant disadvantage. In: COH2 Balance |
Thread: OH has too much in the openiing31 Jul 2015, 00:08 AM
Ostheer is easier because it's well designed. Soviets are getting there, WFA factions have a ways to go (although OKW is much closer than USF). Cons beat grens at close range, maxims can reposition faster and have more durable crew. Despite something being worse than something else pure numbers wise doesn't mean that unit is objectively worse if you look at the big picture. Honestly looking purely at stats and nothing else while avoiding context is the reason why arguments on these forums tend to get so hostile so quickly because people place more value on being correct about specific stats than grasping the larger picture. This results in an endless cycle of flame wars as people compete to win "I was right" points. In: COH2 Balance |
Thread: SU-76 issues30 Jul 2015, 23:56 PM
I'm not sure if the unit is performing well (which is amazing to be thinking of it after 2 years), SLIGHTLY overperforming in SOME area or that people have overestimate the unit for so long that they are surprise to see them in numbers. For a lot of people it's not that the SU-76 is "2OP relic pls nerf ;_; " it's that the SU-76 has replaced the SU-85 and made going T4 outside of wanting to get kats or you went an 85 doctrine a risky sell. It's just to efficient for it's cost. Yeah in 1v1's you can't spam it (although you can get a decent number of them) but holy fuck in 2v2 lately it's just been never ending 76's into ISU or IS2 or god help me howitzers. You can make it less spammable or make other options more attractive without making it useless. I mean the StuG III ain't got 60 range totally lost it's AI performance and people think it's the bees knees. In: COH2 Balance |
Thread: Fuel rationing as an approach to balancing30 Jul 2015, 23:47 PM
Why not just reduce the income you get from fuel caches then? Because all I see making fuel caches player exclusive doing is fucking up randoms ever more. Just make it so each player is limited to 1 fuel cache and 2 munitions caches if you want to limit cache spam. That way if you only have 1 Ost team mate you can't have him spam caches on every single point. It's still just band-aid fixes because as long as the maps are nothing but retarded campfests then Axis will continue to do better because they can stack more forces on top of each other due to having more expensive "condensed" units. In: COH2 Balance |
Thread: OH has too much in the openiing30 Jul 2015, 23:37 PM
Uh, if German armor and infantry were just better then why do allies have good winrates in 1v1? Wouldn't that be the most clean testing ground? The idea that Axis has better shit is true (mostly) because Axis shit tends to be more expensive. Despite the car crash OP, the thread title does have some merit. OH can get a very powerful early game presence out now... too powerful imo. Soviets don't have any problems handling Ost early game early game at all. Yeah Ostheer early game is not utter shit from ass now but that doesn't make it OP. The reason why USF loses out is because USF was designed by a trickster demon. In: COH2 Balance |
Thread: M5 Quadrush30 Jul 2015, 23:29 PM
Mobile defense archieves little against anyone with half a brain, as they will just get an Su-76 or a Zis afterwards (or both). Thats the point, SU-76's don't really do well against Puma's. You can use smoke to cover your assaults and for when your retreating. Puma's use the old TWP that guarantees penetration and you can easily stun lock tanks with two. Like it's not about strait up beating your opponent in every battle it's about bleeding him down to nothing till he just can't bang his head against the wall anymore. Check my replays if you want any examples. (My latest one even got casted!) The CPIV is also insanely durable in mobile defense because you get smoke + the .8 damage reduction. It can also keep your Puma packs alive in a big push and if they get blown up? who cares you can call in more. As a bonus the coax on the Puma can be a danger to snipers so if your getting bled by one just shoo it off. Oh and you will be floating shitloads of muni because you don't need to spend any on upgrades (because your using infantry that just come with them for free). I can't understate the value of being able to instantly replace losses when it comes to keeping map control. In: COH2 Balance |
Thread: Fuel rationing as an approach to balancing30 Jul 2015, 22:54 PM
Double OKW does fine till howitzers enter the battlefield and then it's pretty much over unless you already had them down to like 40 VP. All my losses so far since this patch as OKW are from getting stuck with an OKW team mate (or Ostheer team mate who didn't take a howitzer counter ) and then being fucked in the ass by 152mm shells. The best solution to fixing 3v3 and 4v4 is to make it so you know longer have multiple players dog piling single points. 3v3 or 4v4 need to have 5 VP points as a minimum to encourage people to spread out more (like how it is in 2v2 and 1v1). It would give people more room to pull off flanks and other tactical shenanigans. Artificially limiting fuel income is a good idea in theory but falls apart when you realize that it just slows the shitstorm down, it doesn't actually stop it. In: COH2 Balance |
Thread: MrSotko Gaming Shout Casts30 Jul 2015, 22:48 PM
casted Awesome job dude! Thanks for the cast! In: COH2 Shoutcasts |
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