DoW2: Ret is far better and more balanced than coh2, which is funny because there is 6 factions instead of just 4.
Oh and the Commander system works better to.
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Post History of Alexzandvar
Thread: Community Patch to Relic21 Feb 2015, 00:36 AM
In: Lobby |
Thread: OKW Teching fixes21 Feb 2015, 00:32 AM
You kidding? 75mm howitzers, 82 mm mortars, Howitzers, ect. All infantry based indirect fire options work well. In: COH2 Balance |
Thread: Community Patch to Relic21 Feb 2015, 00:23 AM
The turning of Napalm and others has (as we can see) only made the community more divisive and has contributed nothing to improving the community's view of Relic. Who knew that when you post a news article that is basically a very long drawn out way of saying "very excited" people get annoyed. It's not like we have been hearing that exact phrase for months now In: Lobby |
Thread: OKW Teching fixes21 Feb 2015, 00:04 AM
Volks lose out to pretty much any of the base infantry units (yes even conscripts) and the AA HT is countered by a single AT gun or just small arms fire. The point of Obers is that they help fight the giant rifle/shock blobs roaming the map, they are a bit to good tho and should be tuned down. baring howitzers and rocket artillery it's very easy to dodge mortars and given the field presence they have it's also easy to force off anything attacking them. tl;dr the forward hq is better for OKW then anyone else. Saying it's easy to dodge mortars is the cry of someone who's not had to deal with 120's bombarding you. In: COH2 Balance |
Thread: Texture Bugs? (Purple units, invisible buildings)20 Feb 2015, 23:53 PM
New stealth cloaking device In: COH2 Bugs |
Thread: OKW Teching fixes20 Feb 2015, 23:33 PM
The forward retreat point is better for you then it is for him if he puts it close to the front, center your mortars and artillery in on it and enjoy the free kills. OKW has fast tiering because they have reduced income meaning that the units come out around the same time as others do. Shocks are elite units which come out at only 2 CP The solution is to make Obers less bullshit, not to gate OKW's only AI infantry behind a insane teching system. In: COH2 Balance |
Thread: Remove Shreck from Volks20 Feb 2015, 22:42 PM
That's you why do intentionally weird strats, If I always went Panther every game I would be sooooo bored. In: COH2 Balance |
Thread: Ostheer: What is to be done?20 Feb 2015, 22:26 PM
Because in the current bunching/dumb pathing meta indirect fire weapons are very powerful, and guess which side has the most plentiful indirect fire? You can keep a squads DPS/damage the same and give them more men you know, them having more models just makes stupid squad wipes totally out of a players control less likely. StuG's are fragile, and have no turret. The reason the KV1 can take a few hits is it's above average armor, and high health. It's not a true "Heavy Tank" but it is powerful against anything smaller than a Tiger, it's ability to also bounce fausts is quite good to. EDIT: If we want authenticity can we please give OKW some howitzers? They had a shitload of artillery in the Bulge In: COH2 Gameplay |
Thread: Remove Shreck from Volks20 Feb 2015, 22:19 PM
Saying every faction is broken also means I think OKW is broken He plays almost exclusively OKW and nothing else. I played several USF 2v2 games this morning, sorry to destroy your fallacy. It's almost impossible to show Axis fans how broken Vet 5 on 235 MP mainline infantry is because they barely play a faction that requires more micro & strategy (Allies). Ya its time to close this. I play lots of Allies and Axis, gotta know your enemy to beat him m8ty In: COH2 Balance |
Thread: Ostheer: What is to be done?20 Feb 2015, 22:11 PM
No, but if you check the stats you will see I'm right. And if you use StuG's to counter IS2 your going to have a far worse time than using a KV1 to counter a Tiger, because there is actually a chance a Tiger can get a bounce off your armor. But the thing to be scared about isn't the KV1 itself as we know...
Gren's/Pgrens have a 5 man squad would make Ostheer consistent with other factions, which is good as I fail to see the reason why they still should only be stuck at 4 men when you can still keep the DPS and Damage the same even if you add models. It would just make it easier to preserve units. In: COH2 Gameplay |
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