Thats exactly why nobody gives a shit about Stormtroopers, their entire existence is built around a dumb gimmick. Fallsch, JLI, and Partisans all jump out of buildings fully equipped (JLI even cost almost the same as Storms) while Storms don't.
Ambient Building spawn units all come out with upgrades because they are supposed to operate behind enemy lines independent off support, what is the point of an infiltration squad that forgot it's weapons at home?
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Thread: Stormtroopers less then Partisans4 Sep 2015, 04:59 AM
In: COH2 Balance |
Thread: Brace needs a serious nerf.4 Sep 2015, 04:56 AM
You do realise brace cant be turned off until its finished don't you? Flame damage is reduced by Braces damage reduction like everything else. And since it needs to also work to pen the emplacements armor..... A better comparison would be OKW flak emplacement, which I think needs some good buffs. OKW trucks shouldn't be on the front line fighting, with the slight exception of the FlakHQ, even then, it is more for dholding down rear territory. Brit Emplacements are too much of an investment to spam them and hold rear territory (not to mention they have no use, OKW truck can build units) OKW trucks are absolutely front line. Most maps your trucks will always be in enemy mortar range. Again it seems like people are being way to dismissive of the fact that a brace like ability that disabled the trucks benefits in return for say 50% reduced damage (not 75% like Brit Brace) would be nice. You really can't make the emplacements easier to kill without removing them entirely from the game. The most refreshing thing about brits so far is that each game is different in terms of what units and structures we see. This less about making killing emplacements easier, more the double standard that other factions have to make significant sacrifices while recieving less. In: COH2 Balance |
Thread: okw vs brits 1v14 Sep 2015, 01:30 AM
there are a few abilities that seem kinda over the top, mainly the issue I have is the the bombing run one shooting okw trucks , and the mg34 need a buff to its suppression The Anti-Building Flame Mortar Support ability sets literally every OKW truck on the map on fire. There are tons of ability that can totally shut down OKW trucks, hell just constant sexton barrages with in-base howitzer support. The most optimal way to fight Brits is just try to base pin them with very aggressive play. If you don't close the game within 30 minutes then your screwed. In: COH2 Balance |
Thread: OKW: Flammpanzer 38(t)4 Sep 2015, 01:25 AM
OK, then I will say it. Assault Engineers are shitty. They are a 4 man squad with terrible received accuracy that has to fight Axis faction which have very good DPS at all ranges until close. Losing just 1 model makes them useless, as they have to immediately be retreated after the battle to be useful in later engagements. This one will no longer be the case very soon, as when the bug for the Ass Engineer mine is fixed they will basically be Soviet Engineers with way more punch and utility. Really the big downside to them is in Mech they come with a useless HT, but Armor Company is one of the most useful USF doctrines due to it escaping the Call In Meta-caust. In: COH2 Gameplay |
Thread: Tried Preview Patch for Partisan and some thoughts3 Sep 2015, 21:47 PM
If you want to make Partisans useful without making them gimmicky/OP you could just make them like JLI, give them sniper rifles, booby trap, sprint, ect. That way they are actually infiltration specialists that can disrupt the enemy but do well in combat instead of the old "Pop out of a build to suicide kill some weapon teams or a Stuka/Truck/ect then die on retreat" In: Lobby |
Thread: Tried Preview Patch for Partisan and some thoughts3 Sep 2015, 21:43 PM
The Rackten has a build time, set up time, 25% increase received accuracy, a set cone of fire, and it no able to be deployed from ambient buildings. Go away hypocrite. lol They don't have amazing scaling and AI capabilities of either PGs or volks, so what is wrong with AT infantry to cost as much as AT gun? Volks don't have AI capability outside spamming grenades or grenade assault and PG's don't have amazing AI capabilities outside of their grenade when upgraded with Shreks either. Also Partisans actually have better vet than most infantry do, the reason why they were shit before is they had awful weapons. Volks no matter what vet level you are at (other than vet 1) will always have less received accuracy than Anti Tank Partisans. Don't answer please. sigh In: Lobby |
Thread: Tried Preview Patch for Partisan and some thoughts3 Sep 2015, 21:16 PM
Paying 270 MP for a Panzershrek squad that can jump out of buildings is not balanced. That's all I really have to add to this. In: Lobby |
Thread: Anvil Royal Engineers3 Sep 2015, 21:06 PM
Anvil Royal Engineers are actually one of the most (if not the most) durable squads in the entire game. They get +1 armor on the upgrade stacking on top of their already great received accuracy (.528 at Vet 3). In: COH2 Gameplay |
Thread: Brits Release Ninjas3 Sep 2015, 20:53 PM
because people were always complaining about explosive instant wiping squad? the formation change and weaker aoe make it easier to preserve squad. Yes and no. Most artillery now ignores green cover and some got a fairly big accuracy buff (like the ISG and Pack Howi) meaning that being in cover at all at any time can be a very large liability against people using indirect. In: COH2 Balance |
Thread: Brace needs a serious nerf.3 Sep 2015, 20:49 PM
They messed up the way explosives damage world structures meaning that buildings are far, far more durable than they should be. Also just to throw this out there the buff Brace gives you is you only take 25% normal damage (in essence all damage is multiplied by .25) and you have +5 armor. As the British emplacements have 5 armor, this +5 armor makes them very resistant to small arms in brace as well as making flamers do less damage (all flames have a pen of 2.5 for active flames and 1 for passive flames). Buuuuuut all emplacements seem to have a received damage modifier on them (of 2) that just makes them take times two damage, now I can't tell if Brace turns this off or just helps negate it with a modifier. Regardless here's the math. Mortar Pit: 700 health normally with times two damage has 350 health with Brace on assuming the times two modifier is not disabled it has 1400 health Bofors: 1000 health normally with times two damage has 500 health with Brace on assuming the times two modifier is not disabled it has 2000 health 17 Pounder Pit: 900 health normally with the times two damage has 450 health with Brace on assuming the times two modifier is not disabled it has 1800 health. Now Brace itself has a 30 second duration with a 45 second cooldown that ticks down while it's braced meaning it effective has only a 15 second cooldown. This creates a fairly interesting issue were high DPS artillery like mortars and ISG's are actually much, much more effective versus emplacements than actual static hard hitting things or abilities since every single emplacement can just tank the damage with Brace then repair in the time it takes for the ability the enemy used to recharge. So if you want to counter emplacements rely on things that shoot fast, if you try and hope LeFH's and Stuka Zu Fuss or Sturmtiger will save the day you are in for an ugly surprise. Also comically enough the very large nerf to the Sturmtigers AoE damage modifiers and reduction in blast radius has made it so if an emplacement is more than 6 meters away from the blast zone with brace on it will only take 16 damage lol. In: COH2 Balance |
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