i felt like a true mvp when i pulled it off lol xD. Until i realised i couldn't undo it
did it at least buff your resources income?
Posts: 626 | Subs: 1
Thread: 221/223 bug11 Mar 2019, 09:48 AM
did it at least buff your resources income? In: COH2 Bugs |
Thread: Why does the Firefly have to suck so much? 7 Mar 2019, 13:37 PM
Best thing is okw somehow have two non doc strong tank destroyers any reason whats going on here? I know before jagpazer was in t1 but now its not make sense. Maybe japanzer should be buffed and doctrinal or better idea panther should be doctinal we have already one faction with panther so why need two? Anyway sorry for offtopic i think firefly is good maybe only need slight fuel decrease or speed buff. OKW --- UKF JP4 ---> FireFly Panther ---> COMET There is acually symetrical design and both factions have their counterparts. Sorry but your argument is valid. Plz don't sugest removing basic units from the game, factions alraedy has very small number of units. Performance of those units is diffrent topic though. In: COH2 Balance |
Thread: New ideas for devs to use. AKA Brainstorm.6 Mar 2019, 09:56 AM
Highly possible feature in future CoH3. In DoW3 you could reskin not only vehicules but also infantry models. Don't think they will abandone this mechanic, especially assuming that next game will be in Africa where there were multi-national armies. Rocket arty need to be only non doctinal or coh3 will be another arty fest with idiots with four panzerwerfers or katiusha and balance should be more around 4vs4 especially fuel and muni income Seperate balance and resources system across all gamemods is needed. There is too many differences between 1v1 and 4v4. What i would also love to see: 1. Air battles, plane fights, 2. Rejoining the game. After you drop the match you can get back again (allow to kinda overcome errors like bugsplat in teamgames), 3. assualting the houses, building shouldn't be a closed space on the battlefield, 4. infantry can be transported by tanks, 5. add audio option to have separated national voiceline to each faction (wermaht has german voicelines, soviet has russian, brits with their own acent etc.), 6. removed friendly fire or at least highly reduced, 7. ability to repair houses and other neutral buildings, 8. customize commanders In: COH2 Gameplay |
Thread: Looks like SEGA will sell relic to MS without franchises5 Mar 2019, 11:36 AM
Completely unsubstantiated theory time. Is there any confirmation about AoE4 timeline? Don't think they would stop only in Victorian Era which let's be honest, isn't too encouraging for a big playerbase. I would understand they will try rather reach mainly WW1-WW2 timeline therefore hard me to believe that Relic would release year after another game set in WW2. Not saying it's impossible, just unlikely. Coh3 would have to fight for a players with their own game - AoE4. Of couse i can be wrong. Who knows what Relic acually plans. About Microsoft, they will try to do everything that AoE4 will also hits Xbox. It's possible that they will try to release it with next gen of Xbox consols. Let's just hope it won't be exclusive to MicrosoftStore like Age of Empires 1 definitive edition In: Lobby |
Thread: Revamping the revamped Firestorm doctrine 2 Mar 2019, 11:47 AM
This ability has kinda diffrent role that cluster bombs. Best to use it vs ML-20, B4 or forward enemy HQ. This was the key ability synergized with flare in 2v2 when you played double OKW and enemy was spamming artillery (and yet less expective that 300 ammo zeroing artillery ability). It has some usage but it's really situational. In: COH2 Balance |
Thread: Discuss for the votes1 Mar 2019, 09:21 AM
That would be great. Can BalanceTeam share with this ideas later on? Many people really wonder how you are planning to expend and change some of those proposals. Don't take me wrong, i don't want a offical statement just what do you think currently on certain design concepts. Especially soviet commanders aren't clear. For example: - what do you see RedBanner T34? Is it gonna be buffed command tank with aura or will it have a list of abililities to use? - In what form do you want to create Assault Guards? Just guarded skin shock troopers or maybe something totally diffrent, more mid range unit? - What do you mean by "Panzergrenadier Assault Package"? A long range upgrade or more like utility upgrade like it was in german infantry? - How do you see the TigerAce changes or revamped KT? More you guys describe how you exactly see those commanders will definitely help us give more reliable vote. In: Lobby |
Thread: Discuss for the votes28 Feb 2019, 19:50 PM
M-42 and DShK in same commander is pointless, they are both are kinda bad anti-infantry weapons and bad anti-light vehicle weapons, having both in same doctrine is reduntant. Not even going to point out that currently even maxim is better than DShK as suppession/AI damage weapon The fact that DShk mashine gun is currently weak doesn't mean it will be after the new commander patch. It's funny when people complain that this or that commander concept is stupid becouse units inside are weak/useless. All abilities inside all 5 new incoming commanders will get ajusted, revamped, balanced. The fact this unit is in that commander allow balance team to change it proparely. Just keep that in mind. I would like to discuss the commander Guards Airborne corp - there are a lot of slots that make minimal use: Supply drop, weapon drop, medic drop, etc. you will use in mid game after let's say 4 CPs. IL-2 is available at least after 10 CPs. That;s a lot of time where you can spend your ammo so i don't see any problem here. In: Lobby |
Thread: Discuss for the votes28 Feb 2019, 13:53 PM
... It's just currently you have to: charge on the enemy or hide in the bushes to come to you in really close range. It can work in first min of the match but in lategame there isn't much room for that In: Lobby |
Thread: Discuss for the votes28 Feb 2019, 12:09 PM
About Assault Grenadiers: Stuff I've tossed around with Mp 40s in general for the artillery officer, Volks, and Assault Grenadiers are: Assault grenadiers are here as a replacement for a common strat of going heavy T1 with 3 grens, snipers etc. Bringing diffrent placestyle into the wermaht rouster. To make that core idea works they have to be 0 CP unit (but i guess start with cooldown). I recently used Assault grens on 1v1 and 2v2 gamemode just to find out what they are mainly lack. It's not damage but survability they need the most. First couple of mins, when enemy presents on the field they are doing really well. It's a strong CQC infantry that well used can win many engagements but becouse of lack of the AT tools threatened by light vehicule rush (scout car, UC, m20). It's a reasonable risk which gives ally players option to beat it. The biggest change comes mid-late game. When riflemen, Tommies, Penals or even Cons reach vet2-3 when they can fight vs Assualt grens easily. They can pick few models before there is going to be a close combat fight. Many players uses blobs where Assault grens just can't much. After upgrading riflemen and Tommies with Bar/Brens Assualt grens have no chance, they are outplayed with more consistant infantry units that can fight at long/mid range. Another thing to point out is that calling Assault grens means diffrent build, diffrent strat. Becouse they have weak late game capabilities they eventually have to be replace but better infantry. Pgrens don't do well long range and grens even with lmg42 vet0 can't fight equally with vetted allied infantry. Infiltration grenades ability is quite good, especially after old patch that reduce their price, sprint helps a lot too. There is no need for STG44 upgrade. To sum up: Assualt grens do fine early game, starts loosing momentum mid game and they are outplayed by main infantry mid/late game. Even though they do good damage they loose models really quickly. Suggestion: - As Miragefla said increase mid range DPS - similar direction to shock troop revamp. Allow unit to fight more static in a longer distance, - add a squad leader model after BF2/BF3 which increase survability and thanks to extra soldier damage as well (maybe additionally a stun/smoke nade ability?) - "Extra traing" ability which increase survability - no model added, just simple stat buffs - reduce reciving accuracy, etc. - additional utility In: Lobby |
Thread: Discuss for the votes27 Feb 2019, 12:04 PM
For usf another commander with priest is the best choice i think because priest can do that what calipoe can do and even more. Priest counter evrything even elefant so my vote is to give usf priest 99,9% chance they will add calliope becouse they want to buff it where there is no need to change Priest in any form In: Lobby |
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