Centaur was that dbl 20mm squad wipe unit?
Yes. It has an ability that just kills any infantry in a certain radius that you designate. Think like the Flak HT but 4 times as deadly.
Thread: Dev Diary pt1: UKF - From History to Gameplay 21 Jul 2015, 17:43 PM
Yes. It has an ability that just kills any infantry in a certain radius that you designate. Think like the Flak HT but 4 times as deadly. In: Lobby |
Thread: Dev Diary pt1: UKF - From History to Gameplay 21 Jul 2015, 17:11 PM
My favorite unit from the Alpha was the Centuar which is essentially a cross between an Ostwind and a OKW Flak HT. (I ain't breakin no NDA they have already shown the unit ) In: Lobby |
Thread: Soviet T3 need cost increase or Ost T3 cost reduction!21 Jul 2015, 16:44 PM
If the Soviets are investing in light vehicles, couldn't the Wehrmacht player be able to rush out P4 to nullify this? Paks, PGS and Grens should be able to keep the HT and T-70 in check until then. The entire point of the thread is that Ostheer T3 comes much later than Soviet T3 making "rushing" a PIV to counter the enemy's light vehicles hard because by the time the PIV hit's the field the enemy will already have extremely plentiful counters. In: COH2 Balance |
Thread: Suggestion: Rear Echelon Rework 21 Jul 2015, 16:38 PM
They should really give RE and pios sandbags. RE don't need sandbags when they can already make much better cover. I mean feel free to add it but it feels a bit silly when tank traps are already the best green cover.
Maxim's have lower AoE suppression, smaller arc, and are supported by far less deadly infantry. A .50 cal in the USF HQ to start would make the kubel unusable (unless you made it much more durable) and make Urban maps a living hell for OKW. Like maxim spam is already a huge hard to counter problem for OKW, but at least maxims lock you into a tier and don't come with the best basic infantry in the game. The only way you could balance it would be to give OKW smoke to enable pushes, but it would need to be free or have a reduced cost due to OKW's munitions penalty. In: COH2 Balance |
Thread: Suggestion: Rear Echelon Rework 21 Jul 2015, 16:34 PM
Make 50 cal T0 unit. And how would OKW counter a .50 cal start? Prayer? Would require giving smoke to Volks, Sturms, and other OKW infantry. Which I mean would be a very nice addition to the army but...well...you get my point. In: COH2 Balance |
Thread: Bug Report: Ostheer Puma's Depleted Uranium Machinegun21 Jul 2015, 15:59 PM
Fun messup. The vet3 veterancy bonus is an ADDITION of +40 damage which brings the MG42 from 4 damage to 44 damage per bullet, and hilarity ensues. Lol I guess I was messing up by keeping my pumas on attack vehicle only In: COH2 Bugs |
Thread: EZ8 should have 800hp21 Jul 2015, 13:21 PM
This assumes a 25 fuel reduction would be the end of the world or that any cares about Ost T4 outside of the Panther. A price reduction would make the OKW Panther not get outshined by the new PIV and help make Ost T4 more attractive In: COH2 Balance |
Thread: Soviet T3 need cost increase or Ost T3 cost reduction!21 Jul 2015, 13:04 PM
A few games (before even patch release) are enough to claim for a nerf in this community. It's way easier to micro than the other AA HT's by a long shot. In: COH2 Balance |
Thread: EZ8 should have 800hp21 Jul 2015, 12:54 PM
The OKW Panther costs as much as any Soviet tank and the Ostheer Panther costs more than like 2 1/2 IS2's to even build lol. In: COH2 Balance |
Thread: Bug Report: Ostheer Puma's Depleted Uranium Machinegun21 Jul 2015, 12:49 PM
The Puma's coax has always been quite good, and it's vet affecting the coax has been around for a while. It's not that it does 88 damage per shot, it's just that it gets really accurate which helps for dealing with snipers and stuff like that. Iv been using Puma's non-stop since yesterday and their AI performance was decent like it's always been. This is it's vet btw Unlocks the 'Target Weak Point' ability +30% sight, +30% accuracy, -20% reload +33% damage, +20% rotation speed, +20% speed, +20% ac/de-celeration In: COH2 Bugs |
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