People say that the call-in meta is as Relic intended, but why not try saying Relic intended wrong?
I can't see why someone think would that's the case, otherwise the Soviet defensive commander wouldn't have got greenlit. |
Im sorry what? The USF teching is probaly the best in the game. Teching for them is very rewarding, and very easy to do as well.
Just because some of the units in there are slightly UP (0.50 cal,pak howi, stuart) doesnt mean it needs to be redesigned.
Yeah, definitely feels good.
...but it would be very nice if things were rebalanced such that early-game wasn't just Rifles and T1 wasn't "Cheese your enemy hard so your armour won't arrive later than theirs which you need with your lack of AT". Though the latter part is probably a separate problem that would easily be fixed by making Zookas not feel like a huge waste of your munitions. |
They can upgrade their BAR upgrade with an upgraded BAR (yo dawg) at a cost of 15 munitions.
Uhhhh, you lost me there. |
Panzerwerfer is pretty bad
SU-76 however is completely fucking awful and I would certainly consider the competition of which is worse to be an easy choice. |
Actually, in COH2, grenades count as regular AOE weapons. Green cover reduces all damage taken by 50% (including grenade explosions.) Flamers deal extra damage to units in buildings, but ignore regular cover. Yellow cover only decreases recieved accuracy, but has nothing to do with reduced damage, so grenades deal full damage to units in yellow cover. This means that a flamer shooting at units in the open deal the same damage + crit chance as when it shoots at units in green cover.
This is how it works. And I'm pretty sure cover being directional affects grenades damage too, so they'll wreck as they usually do as long as where it lands does not have heavy cover between it and targets (fairly logical because I'm sure we've all seen kills with grenades against healthy infantry in heavy cover).
In CoH1, flamethrowers did do more damage against units in cover, but no longer...not that it matters too much I guess in CoH2, since a lot of flamethrowers' effectiveness is their chance to instakill crit anyway. |
because ostheer has mg42 from the get go? russians have no such counterpart, 'cept maybe dshk, which i think has some aoe suppression.
Maxim has AoE suppression, it just takes ten years for it to work (that is actually, six seconds without vet in my testing. Apparently even the stupidest blobbers ain't that stupid because I've actually seen it AoE suppress in a game like once). |
For 30 munitions? Nah.
I wish I could invalid HMGs from the fog of war for 30 munitions on the other factions...
I doubt a 0.5 second timer would really fix that from happening, though. Just fix the vet 2 range bonus. |
The "loser of WW2" argument is bullshit. You are ignoring that the USA, Commonwealth, Soviet Union together formed an alliance. That´s three world powers combined. Losing a war can have a lot of causes - not only effectiveness of the army. If that was the sole factor in the equation Germany would have won. Numbers, supplies and industrial capacities win wars.
What, do you imagine that it wouldn't have happened? That the British would have sided with Hitler against those damn dirty Commies like he imagined for so long?
Now stop with the unhelpful realism discussions in the COH2 Gameplay section, of which the two are barely recognizably similar. |
+1. Tells unit to go cap...micros elsewhere dodging nades etc. Looks back up...squad chilling by a wreck outside the circle... +1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1 |
And veterancy. Having equal or more range than the MG is also a problem.
Well, the range of it at vet 2 is still less than the maximum of an HMG. But that range can still let it fire out of the fog of war or be shot at lone HMGs the moment they come into contact, which is absolutely intolerable. |