Didn't it start with vet 3 as well?
If this was a CP 0 ability though... yeah that would be REALLY op.
Yup it started at vet 3 and the "buy veterancy" was 0cp
Thread: The 2013 CoH2 multiplayer experience in 2022.13 Nov 2022, 11:41 AM
Yup it started at vet 3 and the "buy veterancy" was 0cp In: COH2 Gameplay |
Thread: The 2013 CoH2 multiplayer experience in 2022.13 Nov 2022, 02:03 AM
Original Tiger Ace was 100% free and it froze your fuel and manpower income for as long as it was alive, so people used it for an all-in push.... which worked most of the times because back then the Tiger Ace could easily solo three SU-85s: it had very high armor and SU85 pen back then was not good, it had seemingly endless HP, and the PaK40 stunshot ability on top of the very lethal vet 3 performance with Blitzkrieg and smoke. If they had let's say a couple Panthers or P4s on the field at the time the Tiger Ace arrived, it was pretty much a guaranteed win. You could buy veterancy too, that is correct. 80mp and 25 fuel for enough veterancy to turn a fresh gren squad immediately into vet 3. Funnily enough this could also be used to buy veterancy for your (OKW) teammates and OKW veterancy was very OP in the first years of that faction. The original Soviet Industry did not have t34-85s but as you mentioned it had an ability at 0cp that boosted your fuel income by +50% at the cost of -33% manpower income. It also increased vehicle production speed by x10 (1000%) The T-34 was in t3 back then so you could bring it on the field before the Ostheer player even got his building out to construct pak 40s or panzergrens... you just couldn't spam infantry with that doctrine, but you didn't need to anyway. In: COH2 Gameplay |
Thread: The 2013 CoH2 multiplayer experience in 2022.13 Nov 2022, 00:24 AM
patch right before WFA release. I think you completely forgot how absolutely broken beyond repair many of the DLC commanders still were at that time. In: COH2 Gameplay |
Thread: The 2013 CoH2 multiplayer experience in 2022.13 Nov 2022, 00:22 AM
Did you test yet if this mod changes the Soviet Industry & Wehrmacht Elite Unit doctrines? If yes, I highly recommend going for that and grab some popcorn because you're gonna witness two things that are in the "top 10 most OP pay2win DLC in the history of videogaming" In: COH2 Gameplay |
Thread: The 2013 CoH2 multiplayer experience in 2022.12 Nov 2022, 16:39 PM
Thanks for the summary, was a nice read. Doesn't sound like that patch is trying to be the V1.0 CoH2 from June 2013 though, otherwise you probably would have mentioned ISU-152 and Elefant being in t4, and the ridiculous damage system on top of complete lack of weapon profiles. damage system: Back then, a penetrating shot of an Elefant or Tiger removed ~90% HP from a SU-85 or T-34, BUT both soviet units were able to bounce a shot from these tanks weapon profiles: CoH2 launched without weapon profiles, like in CoH1. Meaning SMGs & LMGs had the same rate of fire and burst duration across all ranges, only the accuracy was affected by distance to target In: COH2 Gameplay |
Thread: Why does Overwatch(commander) exist?11 Nov 2022, 19:13 PM
HP yes, but 220 is far away from "high armor" In: COH2 Balance |
Thread: Why does Overwatch(commander) exist?11 Nov 2022, 15:23 PM
Overwatch doc is kinda stupid, but that's not rly a bad thing imo because it's the last reason why we don't see omega-boring Elite Armor doc every single match, so at least it brings a bit of variety. And the door swings both ways for this "OP doc" argument. USF has airborne, Soviets have Guard Motor & Mechanized Support, Brits have Royal Engineers & Commandos, Wehrmacht has Jaeger Armor & Mechanized etc etc In: COH2 Balance |
Thread: Why does Overwatch(commander) exist?11 Nov 2022, 15:18 PM
Fact Check:
because it doesn't
because it isn't, if you simply compare their AI performance and take Combined Arms into account
because every faction has multiple choices for their mainline infantry
'Try not to make mediocre af one-faction heroes upset with your balance patches' challenge (impossible) In: COH2 Balance |
Thread: Does anyone use Incendiary Explosive Round on LVs?9 Nov 2022, 13:37 PM
I have seen one single instance where Luvnest used it to finish off a 10% HP AEC In: COH2 Gameplay |
Thread: HM-38 120mm Mortar Squad is OP30 Oct 2022, 20:42 PM
4 Months delayed COH3, aren't we nerfing this braindead unit who doesn't require any microing but can 1/4 a squad HP in a single shot. Did you just lose a game vs 120mm mortars and got so salty about the loss that you searched for this unit in the forums, just to necro a 13 months old thread? In: COH2 Balance |
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