I just wish their anti infantry capability would return to pre-patch levels
Or what about turning them into tank destroyers by nerfing their anti inf hard but buffing armor and/or penetration
Profile of aerafield
General Information
Steam: 76561198062101687
Residence: Germany
Nationality: Germany
Timezone: Europe/Berlin
Game Name: [NS] aerafield
Steam: 76561198062101687
Residence: Germany
Nationality: Germany
Timezone: Europe/Berlin
Game Name: [NS] aerafield
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Post History of aerafield
Thread: State of Heavies12 Jan 2020, 19:00 PM
In: COH2 Balance |
Thread: State of the Sturmtiger11 Jan 2020, 22:22 PM
Sturmtiger is imho okay, you just need to get a feeling about when and where you can use it and where you can't. You need a few rounds to get a feeling for its projectile behavior... then 90% of the times you know where a shot would miss or slightly undershoot.. and where it hits pinpoint accurate. And what sight-/shotblockers it can shoot through. I would wish for 2 small improvements however: 1) replace vet 1 HE nade with a smoke nade and 2) slightly faster aim time In: COH2 Balance |
Thread: High moving accuracy on Panzerfusilier G4310 Jan 2020, 12:08 PM
Fusiliers G43 moving accuracy is at 0.8 if Im not mistaken, compared to 0.9 on all other G43s. Personally I find fusilier blobs kinda awful to be honest.. their dps is good but the downside of not having a cover-denial grenade and no sandbags hurts. While you can somewhat fix these 2 downsides by simply building a volk squad, they still have the massive healing problem. 6 models means 1 more model to heal and they dont get any self-heal tool from veterancy. In: COH2 Balance |
Thread: The Cancer That Is Soviet Field HQ7 Jan 2020, 17:08 PM
which is arguably much better design. You had insanely strong early and mid game if you executed it correctly but if your opponent played smart and survives long enough you were kinda screwed. This is better design than this "oh great I have a swiss knife commander during the whole game now" like we see on some other docs like Jaeger Armor for wehrmacht In: COH2 Balance |
Thread: The Cancer That Is Soviet Field HQ7 Jan 2020, 14:43 PM
Thats a completely different topic. During the feedback phase of the commander revamp more than a year ago I pointed out multiple times that this doctrine does not need a lategame KV2 In: COH2 Balance |
Thread: The Cancer That Is Soviet Field HQ7 Jan 2020, 13:27 PM
there is picking and counterpicking in coh2. Its the same with howitzers... dont cry about howitzer spam if nobody in your team has a doctrine with offmap strikes to destroy them. If not, well then the person didnt think their loadout through enough or didnt pay attention to the enemy commanders in load screen. And about newer players: Im sure one mortar halftrack doc is part of the free basekit for Wehrmacht In: COH2 Balance |
Thread: The Cancer That Is Soviet Field HQ7 Jan 2020, 02:08 AM
ok about huge concrete buildings I agree with him. You dont find them on the 1v1 maps but have you ever played angermünde or steelworks essen for example? Or do you remember the 2v2 map Gelsenkirchen? They have giant concrete buildings that would literally require 100+ mortar shells to be destroyed, and Im not even exaggerating. But I still stand by my point that feuersturm doc and mortar HT are counterpicks to it. And there is also the counter by just trying to deny your foe these strategic giant house by not letting him cap the associated territory sector. If the FHQ is in the middle or even further back you can usually try and waste the soviet player's time with your army (but without destroying the HQ yet) until tanks or arty/offmap strikes destroy them for you In: COH2 Balance |
Thread: The Cancer That Is Soviet Field HQ6 Jan 2020, 23:16 PM
The Soviet Field HQ ability is still broken on every single possible level imaginable . Huge buildings can be converted to a field HQ and have no chance of being destroyed until very late game and by then it is often too late. It is the most cheesiest ability in the entire game, requires no skill whatsoever, is risk free and cannot be balanced as the ability is fundamentally broken especially in team games. just use incendiary devices. A somewhat decent player wont let u kill it with pio flamer (251 flamer sets a house on fire very fast but its hard too), but if you use LeIg incendiary rounds (Feuersturm doc) or Mortar HT incendiary barrages you can counterpick a FHQ spammer with ease In: COH2 Balance |
Thread: Ban's details 4 Jan 2020, 17:45 PM
Ok bro I suggest you go back to your Sturmfront webforums, and you clearly missed the mark. There is a difference between having an opinion and just straight up being retarded. Nobody gets banned for stuff like "fucking noob" or "idiot" etc. But as I said, if you think a videogame (or anywhere) is the right place for your racial slurs or low IQ "roleplaying" then just stick to your Sturmfront forums. ty In: New Members |
Thread: Upcoming updates?4 Jan 2020, 13:28 PM
I am wondering since years, why you don't make betas for simply balancing things. And when relic comes you have stuff... are 4-digit rank one-faction heroes ever a fan of any balance changes though? Unless the "own" faction gets buffed to Jupiter ofc In: COH2 Gameplay |
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Latest replays uploaded by aerafield
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VS╬OKH╬ KK'n'D ╬OKH╬ WalkAlong ╬OKH╬ Sanya V.LitvyakNigsTongueMyAnus4$ Monkey_on_the_car [NS] aerafieldOKH vs randoms :Dby: aerafield map: Unknown4-1,101
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VS[NS] aerafield [NS] Seoul PaPaSmurf Bear Grylls╬OKH╬ KK'n'D ╬OKH╬ Mari0o ╬OKH╬ WalkAlong ╬OKH╬ Sanya V.LitvyakVS. OKH Clanby: aerafield map: Lorch Assault1-1,098
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