Finndeed
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Make Britain Great again.
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Post History of Finndeed
Thread: British Fronts Tournament Sign Up31 Oct 2016, 14:45 PM
In: Events Central |
Thread: okw infiltration grenade30 Oct 2016, 11:44 AM
yeah when the grenades get cancelled for any reason the recharge resets even if the unit didn't throw them. I think it also gobbles up the muni regardless. However they are so cheap and pretty op so its low on my priority list. In: COH2 Bugs |
Thread: The old days - are the new days - Back to coh 128 Oct 2016, 21:13 PM
You know I was just wondering what it was you were playing. In: Allstars |
Thread: Bryansk Forst Fortune Vs Finndeed26 Oct 2016, 09:56 AM
Just a fun game on one of the new maps, thought i would upload to give people an idea of how it might play. Enjoy. In: Replays |
Thread: Re-distributing the power of USF19 Oct 2016, 19:05 PM
Every high level player i know of thinks the stuart and T-70 massively over preform. Same with the US Mortar. And the Stuart came out very early before the mortar was introduced. The biggest problem with the Mortar is that is wipes, without warning. I don't think a single Bar is good enough. When you have to be so aggressive with USF (even now with USF late game is hard if your opponent gains an equal footing) you need a squad with A LOT of punch, against axis mgs sometimes you will only get one or two squads though. Those squads you do get though need to be able to carry on doing damage. If you make it one bar you are likely to simply not do enough damage. Mix in Obers and pgrens and the rifles cant win. One of the biggest problems with facing USF is that they can be balls out aggressive and flank your mg/mg's which makes OST main way of defeating opposition infantry null. With a slower unit thats only effective at long range you allow for OST to react with their mg. Tone down the effectiveness of the lmg and reduce the price a little then make them slow. Could even take smoke away with one lmg and AT nade away with the other. Instead of reducing the effectiveness of rifles across the board, make them highly effective in one or two ways. Make it a strategic decision, not just less of a no-brainer. unfortunately USF don't have many infantry options, if their one inf squad cant do everything (non-doc) they will simply be left without those options. Well if you have ever seen Capt. S. Price play USF you will understand why RE's that can equip anything are a problem. In: COH2 Balance |
Thread: Re-distributing the power of USF19 Oct 2016, 14:59 PM
I am fine with allied infantry being better than axis infantry, its part of the 'balance of power' in this game. Provided I can reasonably beat or push back their Inf with some other mechanic. Normally that would be the axis MG42 dealing suppression and knocking part of the enemy force out of the fight, allowing your weaker grens to fend off the remaining force. The counter play here is that if you fuck up with your HMG they can win that fight. The problem is currently that Light tanks and the mortar remove the ability for Ost to properly use this mechanic. Thus if we fix the mortar and light tank play (which would also require fixing the rest of the call in meta to keep things balanced) we can again properly use this mg cat and mouse system to beat riflemen. Now i agree that the double lmg rifles are too strong but with a small situational nerf like slowing them down you force the USF player to use them with more care and be smarter about where they place them. A slow blob means the opponent can take the rest of the map. It would also give more time for the mg to move and to suppress and make them highly flankable. Given that rifles are pretty much the only inf unit USF has (non-doc) and other units tend to be very expensive and not too viable and axis having non-doc elite infantry on hand (obers and pgrens), having them limited to one bar or one lmg would, i think force USF into a do or die attack for an early game win because they would have no ability to win a late game infantry fight. Nor do USF have much ability to win a late game tank fight. The main source of imbalance comes from light tanks and the mortar, double lmg rifles should be toned down but not crippled. Also RE's shouldn't be able to equip any weapons apart from maybe a zook. In: COH2 Balance |
Thread: Re-distributing the power of USF19 Oct 2016, 12:54 PM
Is this actually true? Given accuracy, received accuracy, rate of fire and damage are they actually equal? Then given vet do they remain equal? At long to max range? If so why do Grens do so much better when the rifles sit at range vs them? In: COH2 Balance |
Thread: Re-distributing the power of USF19 Oct 2016, 08:28 AM
Who would put one lmg on a rifle squad when the rest of its members are only good at medium or close? I think we should keep the ability to double equip USF squads, but maybe reduce the effectiveness of the squad in another way. Reducing the received accuracy is already one way, but how about we slow the squad down if they equip a second lmg? (like the RE's with an lmg) This would make them more vulnerable to indirect fire, tanks and simply being outflanked. They would be forced into a defensive role. You could also argue that it makes sense because all that equipment and ammo would be heavy... OR reduce accuracy of the squad if they equip more than one lmg (or maybe more than one weapon at all)? That probably should apply to zooks... or simply make the lmg less powerful. (By doing this you would make it mandatory to equip two to make the squad effective so you would force the USF player into floating up to 140 muni for one squad worth of upgrades, another indirect nerf). What i am saying is that there are many creative ways to address a problem that doesn't mean taking away one of the main features separating USF from other factions. I don't think I would ever touch an lmg again as USF if I could only equip one because then I would be facing lmgGrens and obers head to head and I would always come off worse. In: COH2 Balance |
Thread: Considering coming back17 Oct 2016, 11:28 AM
it depends what you play, 1v1 2v2 allies axis and at what level. 1v1 balance is in favour of Allies but you can still definitely win. 2v2 is very different but again you can definitely win, 2v2 is more balanced i would say as its more likely you can get to that late game where axis does best. Be aware however that you will need to learn the new meta and develop an understanding of a couple of unit changes and in particular the new USF mortar. Do not sit under its fire. Other than that jump in a enjoy yourself, don't take it too seriously otherwise you will always get frustrated. Please don't take much attention of the naysayers, they are bitter old players Kappa In: Lobby |
Thread: Three universal changes that could expand CoH2's gameplay.16 Oct 2016, 12:18 PM
Lets not try and compare Coh2 to real life shall we? I think it might be a kinda cool idea if you could force capture a point, it would make that last min point capture deny more interesting if you would instead of totally stopping a cap simply force them to take more losses for the point. I would want it tested a lot before being put in the game tho. Might fuck with balance in many unpredictable ways. In: Lobby |
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Latest replays uploaded by Finndeed
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