Everyone who thinks mg34 needs a buff hasnt named a single good reason
OKW is the only faction in the game that needs to pick a doctrine for an MG, it would be nice if that MG did it's job. I don't care if it gets a cost increase.
Thread: USF .50 Cal - fragile!16 Apr 2015, 06:01 AM
Everyone who thinks mg34 needs a buff hasnt named a single good reason OKW is the only faction in the game that needs to pick a doctrine for an MG, it would be nice if that MG did it's job. I don't care if it gets a cost increase. In: COH2 Gameplay |
Thread: Conversion abilities destroy flow16 Apr 2015, 05:59 AM
This is the cry of someone who has never played against a high level AT. 1's and 2's are your area of expertise, not 3's and 4's. In: COH2 Balance |
Thread: Which Faction Is OP At Present & Why ?16 Apr 2015, 05:17 AM
The argument isn't that there shouldn't be blob counters, rather, it would be nice if every faction had them. In: Lobby |
Thread: Conversion abilities destroy flow16 Apr 2015, 04:52 AM
Are you actually suggesting in the clusterfuck that is the larger game modes were more shit is happening you have to micro less? Regardless losing your mobile rocket trucks to a call in strafe that has a warning really is a micro issue. Priests are also harder to move and you typically will have them decrewed sitting around anyway. In: COH2 Balance |
Thread: Conversion abilities destroy flow16 Apr 2015, 04:25 AM
Ability itself is not a problem. CAS is. Infantry-focused doctrine, which counters anti-infantry weapons such as katy and artillery emplacements (and even tanks for some extent) on its own is bad design. Only weapons which stands against CAS is isu and priests. I'll give you the artillery emplacements but if your losing Katyushas to CAS but not priests there might an issue. In: COH2 Balance |
Thread: Conversion abilities destroy flow16 Apr 2015, 03:19 AM
His point is that you should buff Allies resource conversion abilities to be the same instead of removing them from Axis. While it is map dependent, we have a game where majority of the maps have a "safe" fuel or munitions that is more orientated to your side. This wasn't the case for a good period of time, and we should go back to that period design wise. All fuel points and capture points should be equally able to be contested by the enemy team. We are playing a game where one side has a better late game. Fuel is the biggest determining factor in how successful your late game is. Mostly safe fuel drops for one side and not the other means the late game side can quickly get out their better toys. Also the munition drops allow axis whom have better munition sinks and are generally starved to easily bypass the phase of the game where they are designed to struggle. Yes the factions are retardedly designed. Why Allies are best in the early to mid game and Axis best as late game makes no sense when it plays directly against all conventions of skill and tactics. TLDR Resource modulation in team games is bad because it skips intended disadvantages and is not equally spread out between the different sides Team synergy is not the enemy here, the availability of it how ever is. Allies need more tools to enable team work. In: COH2 Balance |
Thread: USF .50 Cal - fragile!16 Apr 2015, 03:13 AM
lol it is insanely obvious you have never used a MG34 before. It is like the MG42 but pre-buff with same or worse stats in every category. The reason people use it is the same reason USF players use the .50 cal, it's all they have. The Dshk and MG34 suffer from the same problem, to fragile, and they are literally just copies of other units. In: COH2 Gameplay |
Thread: Conversion abilities destroy flow16 Apr 2015, 01:10 AM
Well Industry is a cool idea, use the stock not so great units in conjunction with an iconic them of the Soviet union. They just have not found the perfect balance between manpower drain and fuel increase. At one point it was incredibly OP and then into the ground it went. Soviet Industry defeats it's only point of existing. If your limit is fuel income, then switching that limit to MP changes nothing. You will get as many tanks as you always could have but the limit factor is INCREASED since you get reduced MP as you take up pop cap but not as you make tanks with fuel. Luftwaffe isn't super viable outside of 3's and 4's because it starves Ost for MP even more, so your fucked even harder for teching. Well he does suggest its map dependent in a 1v1, but game breaking in 2v2 It's map dependent in all game modes, it's far less effective on maps with contested muni points and fuels because you will spend long periods of time without being able to drop supplies for fear of giving it to the enemy or losing the point. In: COH2 Balance |
Thread: Conversion abilities destroy flow16 Apr 2015, 00:09 AM
Soviet Windustry can literally only affect one player. Luftwaffa supply drop and muni drops can be passed down the line to other players Industry is horribly designed and it really shouldn't be your go to answer for "well designed commander for increasing resource income". Luftwaffe supply by design is great for helping team mates, but is obviously not as viable in small game modes like 1's or 2's. The problem with Luftwaffe supply is that to many maps have uncontestable fuels. In: COH2 Balance |
Thread: Which Faction Is OP At Present & Why ?15 Apr 2015, 23:36 PM
I agree with your post, but you would need to implement a quite a radical redesign to the came for this to be in: 1. Change all the maps to be much more open, unit's typically don't have a lot of room to move around so they are stuck in a "blob" formation regardless of if you wish them to or not. 2. USF and Soviets need radical changes: Both have numerous weak infantry to make up for a lack of concentration in force. USF especially suffers from this as it gets nothing better than riflemen unless you go air borne, so to match an Axis players more concentrated fire power you need to group your units up. 3. Having more units than another person isn't blobbing. A lot of people give me shit because I keep my units together; that's because I don't like splitting them up by themselves because of how weak single squads are by themselves if the enemy decides to group their units. Keeping your units together in one army or spreading them out is a tactical decision, it's just that in the current meta you get more reward for having 1 or 2 big armies instead of units dispersed all across the map. In: Lobby |
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