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Post History of Antemurale
Thread: Discord Signup24 Feb 2017, 05:16 AM
AnAlternateWorld#3303 In: New Members |
Thread: Winter Balance Patch 1.924 Feb 2017, 00:20 AM
Great job buys, keep up the good work! In: News |
Thread: Purchasing Ardennes Assault and other questions30 Dec 2016, 05:45 AM
Ardennes Assault has pretty high replayability, so I'd get the Rangers. They are incredibly fun to play! In: Lobby |
Thread: A survey about the new 22227 Nov 2016, 15:25 PM
Light tanks are highly mobile and can wreck ostheer on maps like kharkov, minsk and other large maps and thus solely relying on Tellers or paks or PGrens is not desirable. I disagree. WM does not need a light tank, and they already have the ability to counter M20s, M15s, Stuarts, AECs, M3A1s, and T-70s. A concentrated force of some Grenadiers, a Pak, a mortar, and a 251 Halftrack for reinforcement and extra DPS is brutally hard to counter. All you have to do is push on your enemy's cutoff with force, and you will force your opponent to commit light vehicles or risk losing the tech battle, as you can get out a P4 or an Ostwind soon after your enemy has fielded a light vehicle of their own. Just watch Gentlefox play WM. If you want to use 222s to counter light vehicles, make 2 of them and use them as a reactionary force--wherever the enemy light vehicle attacks, you send in the 222s. Don't yolo-charge them in and keep them alive. The sheer HP pool and their DPM, combined with your infantry/team weapon support force your opponent to back off. The Brits actually have issues with multiple light vehicles, such as 222 spam. One AEC can be taken out by a pair of 222s, while three 222s is a certain kill as long as you don't hit a mine or yolo into a 6-prd. Therefore, Brits actually have to play quite conservatively with their AEC 2 min after it hits the field, lest a 222 wolfpack take it out. For OKW, the Puma is a pretty good unit in keeping an AEC away. The main idea is, if you negate the impact of of your enemy's light vehicle, then you have effectively stopped them from using it to gain a map control and tech advantage. Currently, the WM can do that, and the Winter Balance Preview Mod puts the 222 in a much more reasonable position. Previously it was overpowered, due to having such a low price. In: COH2 Balance |
Thread: WPC Finalist Commanders Idea26 Nov 2016, 13:24 PM
Ostwind spam is not something to encourage. What would you suggest instead? i like the idea of creating commanders in recognition of tourney winners, but elite riflemen? didn't we learn that those are a horrible idea? Elite Riflemen were removed because they affected infantry veterancy pacing. However, the version that I'm putting forward is identical to regular Riflemen, except that their Garands have an extra 10% DPS at all ranges (to make up for their 300MP cost and call-in nature). The important thing is that they have 0 sec build time. This allows you to apply far more early-game pressure, leading to easier snowballing of games. In: COH2 Gameplay |
Thread: WPC Finalist Commanders Idea26 Nov 2016, 12:20 PM
You misunderstand. These are my ideas, and for recreational purposes only. In: COH2 Gameplay |
Thread: Winter Balance Preview Changelog26 Nov 2016, 04:49 AM
That's a bummer, although I it's nice to hear that Penals are still strong enough against WM infantry such as Grens and PGrens. I've only played the OKW-SOV matchup extensively enough, and they just weren't cutting it with StG Volks or G43 Fusiliers. It seems to me that supporting them with other infantry, team weapons, or vehicles will be necessary after early-game--which is when OKW excels.
I understand your point now, and how 4 G43s is a bad idea. I've tested dual JLI G43s on PGrens myself, which is insanely broken. In: Lobby |
Thread: WPC Finalist Commanders Idea26 Nov 2016, 03:24 AM
Some fun I had throwing these commanders together. My idea was to create commanders that would complement the way they play each faction, and not be overpowered either. I haven't watched Von Ivan and Nogganno play enough to think up of commanders for them. Feedback and idea are welcome! Cheers. DevM Armored Spearhead Company USF (Everything to enhance assaults, neutralize team weapon positioning, increase early aggressiveness, and to stay viable in the late game as well) - 0CP Elite Riflemen (300MP, Garands have 10% more DPS at all ranges) - 1CP Smoke Barrage - 3CP Allied Supply Drop (40FU, drops 3 crates worth 40MU each) - 4CP Infantry Assault (40MU, copy of WM Tactical Movement) - 10CP P-47 Rocket Strafe (180MU) Jesulin Adaptive Assault Doctrine OKW (Flexibility, adaptability to any situation. Can be chosen to react to anything: Infantry, Team Weapons, Vehicles, and stays strong in late game as well) - 1CP Smoke Barrage - 2CP GrW 42 120mm Heavy Mortar (clone of HM-38, vet 1 Flare replaced with Incendiary Mortar Strike (copy of Sdkfz. 250/7 ability), vet 4 reduces scatter by 15%, vet 5 reduces reload time by 25% and scatter by 15%) - 3CP Infiltration Tactics - 8CP Ostwind - 12CP 17cm Kanone 18 Barrage (150MU, copy of British Concentrated Fire Operation) In: COH2 Gameplay |
Thread: Winter Balance Preview Changelog26 Nov 2016, 03:11 AM
Overall, a very good patch. It solves many of the issues the plague the current version of the game, along with a host of bugfixes and QoL changes. Cheers to Mr. Smith, Miragefla, and The Machine! Thanks for all of your hard work. Also, thanks Relic! However: Infantry - I'm concerned with Soviet core infantry scaling. Now, neither Cons nor Penals get any weapons upgrades, and thus would scale worse into the late game. - The G43 for PGrens upgrade is still not good enough. I would suggest increasing the upgrade cost and giving them 4 G43s. Same goes for Stormtroopers. - Where are the Shocks, Obers, Pfusils, and Falls adjustments? Light Vehicles - Where is the Sdkfz. 250 adjustment? Bug Fixes - Where is the Panzerfaust bugfix? - Is the leIG 18 properly buffed by Sturm Officer's aura? Quality of Life - Where is the manual force reload option? - How about Raketenwerfer firing consistency and bugfixes? In: Lobby |
Thread: Winter Balance Patch: Wrong Direction?26 Nov 2016, 02:47 AM
Overall, a very good patch. They fixed 90% of the issues with the live version of the game (turbomortar, light vehicle meta, etc.), and numerous bug fixes and quality of life changes. Not perfect, but definitely in the right direction. In: COH2 Balance |
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