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Thread: Just Friggin' Nerf Arty Covar Already4 Feb 2016, 11:22 AM
Never been hit by close the pocket have you? In: COH2 Balance |
Thread: Opening move against Ostruppen?3 Feb 2016, 01:09 AM
I used to have luck with bolstering squads before teching up, considering I saw ostruppen before the choice was given to me. Then teching up and unlocking weapons and giving each squad 1 bren (give them 2 adn they will always drop one at vet 3 :/). Recently though, I have had no luck with that at all and I just can't keep up with the sheer number of them, what I have learned though is: 1) Take and hold key buildings as well as you can, getting them out can be an absolute pain. 2) Get at least 2 vickers and place them on your flanks. 3) Use a sniper to fire on any gren/engie with flames/MG's the enemy will bring. Going Bofors might be a much better choice than going AEC due to the fact the OST cant do anything against them but they can faust the AEC. A mortar pit in a defensive position would possibly help too but these two are speculation as I have yet to try them but I will certainly do so when I next see the dreaded prostruppen. In: UKF Strategies |
Thread: Churchills need the old armor back26 Jan 2016, 16:03 PM
The grenade AoE needs to be reduced. Currently almost a guaranteed wipe on any weapon team, which is not good. Overall price should be reduced slightly as well to make it more attractive. Yup, the AOE or damage it causes, the fuse is a typical grenade fuse yet completely ruins anything near it that doesn't move. I almost wiped 2 squads with it, leaving both squads with only 1 man. I have a video of it that I'm currently editing, it's just too damn strong lol. BUT! Have you see the comets nade? It does nothing, haha, Like literally nothing. I threw it at a volks squad that didn't move and it did near 0 damage. I'm not talking the vet 3 ones that scare the pudding out of you when you don't realise they are your nades as I'm unsure of their effectiveness, but my god, the default one is simply awful, even more of a waste of muni that the base howies. In: COH2 Balance |
Thread: Latch's 15 Suggestions To Balance COH226 Jan 2016, 15:54 PM
OP, because you're a game designer you can clearly see that the OKW has a number of design issues that make very little sense. Upon calling for these issues to be reworked, your told that you are actually calling to nerf OKW. This is because the entire design of the OKW is fundamentally flawed, so flawed in fact that it's gimmicks are the only things holding the faction together. Make a infantry blob, get a leig, kill all, rush vehicles with dirt cheap teching and hope your blob doesn't get killed or you don't get run over early/mid game by light vehicles. Of course, I'm not one to bias in favor of faction, It's in my opinion OKW that make this game a massive pain to play but the only way 'true' to stop it is to strip the faction of its identity which is, in my eyes, a really bad solution. My focus wasn't OKW, this faction is simply the one I see that has the most striking issues which is why it is mentioned more times. I understand the people that are saying I should at least play as them, I see where you are coming from but I reiterate that I have watched countless people playing as them so I know how painful some situations can be. Yet, this doesn't exclude the fact that most of what I said is a clear issue with the faction. It may be too harsh, unnecessary or out right ridiculous but this is why I shared it with you, so we can discuss the issues and possibly find a solution that will really help the game in the long run. Please don't think I am being malicious or have an ulterior motive, I'm simply stating big issues that I see are damaging the games balance.
I agree that it has its limit of usefulness just like the UC but those 4 minutes in the early game are vital in establishing a foothold. SNIP! 1. Agree completely other than that the flame damage is fine, as I showed here: https://www.youtube.com/watch?v=73V85WLFlLc flame HT (The same for the crock) give you next to no reaction time to get an MG out of a building, it's possible, don't get me wrong, I tested it several times but the timing has to be near perfect (and the Gods on your side so the squad doesn't setup on exit -.-). 2. Aye, its just a misleading description along with the rifle nade that I'm most annoyed with. 3. Not 100% sure what you are stating here, the AA ability should be an upgrade or the gun itself? I like the gun itself, it's gardening annoying but acceptable and easy to take out, the main problem being, the free AA. 4. What's wrong with the flak emplacements that can be built? 5. agree and disagree, I'm the stance of either all abilities in the base or none at all, what constitutes as one that can't be targeted in bases? 6. Kind of like the soviet AT guns ability but that as the leigs main role? That could work but would obviously remove indirect fire from OKW unless they spend munitions for the ability. I think that's too drastic a change other than simply increasing scatter or reducing range. - - 10. It is harsh but its several ideas merged into one. If I had to pick any it would be that no AT weapons should be fired at infantry and should have a minimal range against tanks so you can't shoot at them from near point blank range. Wouldn't giving the volks the MP turn them into CQ units? meaning they would in essence, have no mid game standard long range infantry until volks arrive? 11. Decent compromise, wrecks only but with a slight increase due to the no cache and no more weapon salvage. 12. Don't talk to me anymore Just kidding, This is just my biggest pain in game at the moment so unless you agree with me, I refuse to listen to you on this point, ha. No, I still stand by the de-caping ability rather than capping, possibly increase its health or Armour so it remain useful later on, christ, I'd even let it have cloak at vet 1 so long as it could only decap! 13. Thank you, it is just incredibly annoying to destroy the bases and then oh, a super duper none doctrinal tank has arrived -.-. Well, that was pointless I should have kept the base alive and just fought panthers instead. 14. So long as the Churchill remains in its current state, then agreed but as the Churchill has really no defining role now I can envision a change coming which may or may not, need it to be limited. 15. That's a difficult one to predict, we already have group buffs with the Captains 'On me' the airlanding officers charge and the officer blob so the essential lines are already there that increase the squads potential within a radius to a specific unit. In theory all that needs to be done is enclose the code in a timer gate and begin the effects when the time runs out, increasing the effects the more squads are near the given squad, resetting the timer when they move away. But, that's just a theory, a game th.. Sorry, a theory that, in the coding world, is never that simple, ha! Thanks for the reply anyway, I really appreciate you taking the time to discuss it with me and sorry for the late reply! In: COH2 Balance |
Thread: Stream crashed26 Jan 2016, 02:54 AM
Uploading incase viewers want to watch the end. Thanks and sorry for the crash! In: Replays |
Thread: Churchills need the old armor back25 Jan 2016, 10:29 AM
Churchill could get some of it HP and armor back but then other thing would have to change: Come on man, War speed is bad but Tigers and Kings using Blitz is ok? Not saying you think that but you didn't mention it Id rather see the fighting 'buff' of the engies gone but the repair speed stay if I had to make a choice, they move far to slow to really be effective at anything but camping. In: COH2 Balance |
Thread: Churchills need the old armor back25 Jan 2016, 10:24 AM
I agree with Waegukin, I dont think its needs stats buff. It does its job and its gun is....Okkkish but giving it buffs would me a tank with no negatives other than speed. But that's still a negative pal, whats the panthers negative? Fairly poor A.I and the King Tiger's? That it's slow. It's pretty obvious no one will chose a Churchill over a comet so it makes Anvil really pointless. To get the most of the anvil you have to: A) Have a fair few engies (to get the upgrade) B) Have a lot of Muni(to purchase the upgrade and use arty) So anvil affects around 10% of your army in a regular game, the engies, sure they are a decent unit but they move so so slow that they are easily countered. Then the Churchill which has a pretty poo main gun, ok A.I but gets penetrated by everything most of the time (I think Stug's bounce?) why would you chose it when you have access to: Hammer, to benefit from hammer you need: A) 1 engie (to give war speed to all tanks for free) B) A few tanks (to recieve war speed) C) Decent munitions (for the nades) D) IS (To throw said nades) Which out of the two is the most common scenario in the game? I say the latter, a couple of engies, 3 or 4 tanks, the rest, infantry/team weapons. Hammer therefore effects well over 60% of your force and on top of that gives you a really fast and hard hitting tank that I swear (confirmation bias?) bounces a lot more than the Churchill. I can't say what it needs as I rarely use them but one thing that needs looking at is the Grenades they can throw, they can wipe squads, multiple squads even (for free?) but honestly, why go anvil? In: COH2 Balance |
Thread: AEC Spam - Why not eh?23 Jan 2016, 01:11 AM
This happened on stream, the guy was AFK for 5 minutes and I had the whole map, when the fight began it was clear he was fairly new, so, for sport I decided (thanks to chat) to spam AEC's and max out the popcap. Skip to the end for the best part, unless you want to see me plant 500 mines all over the map, ha! In: Replays |
Thread: Latch's 15 Suggestions To Balance COH221 Jan 2016, 20:05 PM
Christ man why ya got to hate on the Kubel. YOU WANT TO GIVE IT'S SUPPRESSION BACK?!? Ha, I would rather the suppression than it's capping ability, but I did state a greater time to actually pin a squad unlike before where it would pin like an MG42. De-cap? Fair enough, but cap AND faster than infantry for both capping and speed? A bit much. In: COH2 Balance |
Thread: Latch's 15 Suggestions To Balance COH221 Jan 2016, 19:48 PM
Playing against is never the same as playing the faction to properly understand it. I've been watching a lot of House of Cards recently and I'm slowly understanding the US political process, but it doesn't mean I necessarily know how Congress works from a first hand perspective. What evidence? That's my point there has been no 'evidence' to state WHY it's a 'bad' idea just a simple, no or don't like it. The analogy is pointless, I can counter it instantly by saying I know nothing of American Football but if I watched the amount of games I watch of COH2 and read up on it as much, I could play it for the first time and know everything about it. That's why analogies are bad. I specifically state in the opening statement to correct me/add discuss my points, I have yet to see a valid reason as to why one of my points is bad apart from tenid's post about the heavies and my back and forth with Jedi. I am hardly attacking anyone's 'evidence' as very little has been offered. I didn't expect anyone to agree with all of my points, I knew people would be up in arms about certain parts of it and I explicitly state where and when an aspect I fell needs changing is down to my own personal feeling and not something for the greater good. You respond to one of my points describing why it's bad, I will reply with a counter or agreement, if the former it cycles back until an agreement or a refusal to agree has occurred, that's not attacking 'evidence' that's a discussion/debate. If you like analogies, here is a good one: I don't play football (soccer), I don't watch it or read about it, but I know it needs referees to watch footage of an incident to reduce the number of cheaters/divers etc. But, I guess I shouldn't be allowed that opinion as I don't play football. @Plaguer My being a games designer does indeed not mean that my proposals are good or any better than anyone else's, it simply shows (or at least, should) that I have a greater understanding for the aspect of games design in general than the average player and that I'm not just spouting out one sided pish. Again, I really don't get the instant dismissal due to me not playing axis, the points I gave are observations that are clearly over/under performing or simply broken. Why should a truck that has a fraction of health left then be able to transform into a full health structure? Where is the punishment for being caught with the truck out in the open? I don't need to play OKW to see this flaw, or should I be grateful it exists to lessen the risk of using said truck forward. OKW not needing dedicated AT, again, why do I need to play as OKW using this tactic to see that it works far too well and negates the need for AT when I am the player that it gets used against/watches the replays, with the only difference being, I didn't click where the unit should go/attack. Why do I need to play axis to see that the mobile arty is overperforming, especially when compared with the Katy? Why do I need to play OKW to see that a Kubel capping points whilst my infantry does what its made for and fight, only on the front lines of the enemy, is or is not bad design and needs changing? Why do I need to play axis to see that my blobbing 'fix' is good or bad? Rinse and repeat for 90% of my points. EDIT: Oh and #5, how can anyone be against that change? Honestly. In: COH2 Balance |
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