^BIRTS: Capping a building first is the core mechnic of COH2. Anyone who remains outside will be having troubles early games.
Wtf are you talking about? If the guy is rushing a Vickers into a building, just don't go near it until you have a counter ready. Take the rest of the map while he sits in a building. Take his cutoffs, deny him any resources.
"Anyone who remains outside will be having trouble..." lol how do your games usually go? Everyone just gets in buildings and shoots at one another from them? |
I think the Panther is fine.
It's probably the best non-doctrinal tank in the game except maybe the British heavies. The Panther's frontal armor is insane and consistently bounces shots from tank destroyers like Jacksons and SU-85s. It has very high health and if it's not the fastest tank in the game, it's one of the fastest, meaning you can dive with it to finish off enemy tanks (and it will penetrate all Allied armor every time except maybe Pershing and Churchhill) or do drive-bys on things like Ambulances and mobile artillery.
With its armor, health, and speed, plus smoke, I've seen Panthers get out of situations where an Allied tank would have been knocked out 3 times. I think a lot of what you're paying for is the survivability, and therefore its cost is justified IMO. It can go toe to toe with any Allied tank, not to mention the three MGs which can do solid DPS to infantry.
I could see maybe a very slight pop decrease but the unit certainly doesn't need any performance buffs.
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It's a shame the Easy 8's are locked into one commander. Wouldn't mind seeing an upgrade option for the M4A3 to the Easy 8's like we had in vCOH. |
Rly? Bugs even in the query?
Yeah some of the responses made no sense. From reading this thread, it seemed everyone agrees Kubels aren't great at much but capping and flanking weapon teams now, but need some small fuel cost to discourage spam. So 210/5 makes perfect sense IMO and that didn't seem to be an option. |
I know the focus is on OKW, but any chance Rifle Company gets Riflemen Field Defenses instead of Sprint? I'm not sure how much utility Sprint really has... I assume the idea is to have dual-BAR wielding Rifles charging at Axis infantry or weapon teams, but obviously there's no denying the value of mines and sandbags, and it seems odd that the bonafide "Rifle Company" would not get Rifle field defenses.
Are they going to change any of the voice cues? I just played and they're still the same, the voiceovers about Veteran Riflemen and giving them flamethrowers.
Sprint just seems like a very lousy replacement to Veteran Riflemen. Even Elite Troops are getting Stormtroopers. |
Well, guess that means we're done for expansions now.
You say that like they can't release the Super Master Collection or something this time next year, after release of the Afrika Korps. |
New version of the mod
http://steamcommunity.com/sharedfiles/filedetails/?id=557952243
OKW:
Starting fuel reduced from 40 to 0
Panzershrecks cost back to 90
Volks cost increase from 235 to 250
Good changes. Although I still think it's odd that there's a problem with "mainline infantry" like Rifles having flamethrowers, but there's not a problem w/ mainline infantry like Volks having Shreks. Shrek blobs are the worst things about team games...
Why not give the Shreks to Sturms? |
So it looks like certain air attacks have been nerfed / can no longer be cast in base sectors, but I'm not seeing the Stuka bomb listed?
This is one of the most abused abilities in 4v4 aka big team casual, where it could be cast anywhere on a number of prime targets in huge battlefields, including base sectors.
I could be fighting on one side of the map, forced to retreat, and some shitbird I haven't even fought in the field on the other side of the map drops that stupid thing in my base and kills my whole army. By no means is it fun, by no means does it require any skill, and what's worse, you can't even counter it w/ traditional AA means.
It either needs to be able to shot down, or needs to pop smoke, or needs to at the very least be restricted from HQ sectors, like the other air attacks mentioned in the notes. |
What are in your opinion the current main problems of the game?
I mean balance-wise as well as all around.
I think the main problems are:
- that brit abilities are too good in conjunction with the other factions
- croc and anti-everything planes in same doc
- croc being hardcounter to paks (even 2-3) and not the other way round
- the mortar pit (plz give them regular mortar;
also see here: http://www.coh2.org/topic/39312/about-the-comeback-of-the-mortar-pit)
- abilities that have no skill element, are one-klick and do the rest of its own (hawker typhoons, air supremacy)
Yes, all the "main problems" with this game are British units and abilities that have already been nerfed to shit by Relic.
This clearly objective and well-reasoned thread is going places. |
I do feel an armour buff or reload decrease coming for the panther.
Uh armor buff? Isn't it already one of if not the most armored vehicle in the game? Its frontal armor bounces even Jackson rounds all the time. |