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Thread: The Rage Quit?23 Jun 2020, 17:19 PM
Remember, it's not always ragequit, sometimes it's relic servers doing what they do best or CoH2 crashing on somebody's end. In: Lobby |
Thread: Raketenwerfer quality of life23 Jun 2020, 16:46 PM
Well I was talking about the gun hardware itself taking a load of damage and needing repairs to keep it from turning into dust. Good thing you guys uncovered the target size, which is surprisingly small, so does it come down to the weapons health? Of course also the crew does like to step in front of bullets. Having 5 men does help a little, unless they get caught in a similar death loop as the maxim crews. Of course you should expect me to have a very biased observation towards this units performance. It's small quirks have blown my mind a few times too much. My main concern is most positively the horrible rotation when the weapon is doing it's dance of death. Add this to the setup timer and animation and you got a very long pass time of (re)positioning of this dearly belowed gun. A reverse command option would be the most helpful to me atleast, because I don't feel I have the same issues with other AT guns even though you can get them to do all sorts of quirky things too. In: COH2 Gameplay |
Thread: Raketenwerfer quality of life14 Jun 2020, 11:08 AM
First of all, I don't want to make this a balance discussion. I'd just like to make a conversation about how the game engine and mechanics affect the life of our dearly beloved Raketenwerfer. From my perspective the #1 mechanical issue of this unit is the animations. It pretty much wants to act like any wheeled team weapon, except it doesen't have a UI button for reverse command. This leads to some very interesting maneuvering when you would like to reposition it without doing a couple of 90-180 degree turns while you're at it. Of course you people are going to say "just do short enough clicks so the wepon will move in reverse". It's still an unnecessary chore. Also if you would like to just change the angle of the weapon it often results in the crew picking it up and doing a little circle ritual before they can start setting the weapon up again. I do feel that other AT guns perform a lot better in terms of how the animations work in these situations. Also the gun itself seems to take a lot more damage from direct and indirect fire, than it's counterparts. Or maybe thats just me. I know I don't know how to play, but a small quality of life improvement would be in order for this gun. In: COH2 Gameplay |
Thread: April 25th Update26 Apr 2017, 16:04 PM
What makes this patch size up to 2,3gb? In: Lobby |
Thread: MARCH 28th UPDATE24 Mar 2017, 18:52 PM
The win rate right now is the most balanced that it has ever been. It will be interesting to see what it is after the patch. This current set of "balance" has been around for such a long time that active players have learned to work around certain things. In my opinion its some of the most ridiculous things like British artillery cover or moments of RNG blessings that stand out as things that can unnecessarily turn the tide of some matches rather than any blatant balance issues. But changes are still welcome and needed. In: COH2 Gameplay |
Thread: MARCH 28th UPDATE23 Mar 2017, 18:33 PM
I'm very happy to see so many bug/feature fixes made by community members included in the actual patch. I salute you for the extra effort! Im also very pleased with how camo will be changed. No more instant phase-shifting squads rushing your units but instead you actually have to play for ambushes. And people will also have to better manage their snipers. Of course a lot of broken stuff still remains in the game. But atleast we can hope that they could be next in scope In: COH2 Gameplay |
Thread: Winter Patch8 Mar 2017, 18:06 PM
Winter balance patch is winter balance patch. Just not this winter. In: COH2 Balance |
Thread: Raketen camo needs to be changed25 Feb 2017, 07:08 AM
More and more people are using this ability offensively than defensively. I can't think of any other offensive capability for this unit other than sneaking to an unguarded territory point and capping it while cloaked. It sure as hell is not going to kill any tanks even with 2 of them "roaming" around. It doesen't have any bonus sight so without support its really, really useless. Retreating after shooting is nowhere near a guarantee that this unit will survive an unsupported fight, since the guy "carrying" the gun is the most likely one to be shot and hence the retreating will stop untill any surviving crew member takes his place (or gets killed before doing so). So if you do find that your enemy is using unsupported cloaked raketens against you, you will have more than enough time to react. You might get hit once, but the odds are not in the favour of raketen by any long shot. In: COH2 Balance |
Thread: Your wishes for the Panther19 Feb 2017, 07:06 AM
Or is there a deadline and we end up with a half assed patch that doesn´t even adress all issues? Winter patch is already turning into a spring patch. This can only mean the patch should be so polished that we're going to need sunglasses so it doesen't shine our eyes out. Panther has decent statistics, but is really let down by it missing sometimes up to 5 shots in a row. When it misses, it doesen't do damage --> it doesen't get veterancy. This tank really got forgotten years ago when they nerfed blitz. Nowadays we have things like the Comet, that annihilates infantry at long range and is very consistent against enemy tanks aswell. And it comes with emergency war speed that has no extra use-cost and white phosphorous which, when you actually get it to work, will most likely decrew team weapons. Going for a panther is a fuel and munition sink. You can get one if you like, but it's in a very bad spot against british, and sometimes even USF. You're much better off getting your AT from a different source as Panther doesen't come early enough for those light vehicles(though these are going to be nerfed) and you need some sort of tank against infantry aswell. As stated by many above, just give it better accuracy. I would be more than happy with it's current damage and penetration if it would actually make the enemy think twice about facing a vet0 panther. In: COH2 Balance |
Thread: Pz.Kpfw. VI - Tiger13 Feb 2017, 20:47 PM
In my opinion the greatest shortcoming of the tiger is its poor maneuverability and sometimes unreliable accuracy. It is the slowest heavy tank, not taking elefant or king tiger into account in terms of top speed. It has 4,7 max speed, 1,5 acceleration and 1,8 deceleration. For exsample King Tiger has much lower top speed of 3,8, but it's deceleration is excactly the same as Tiger I and King Tigers acceleration is only 0,1 lower than a Tiger's. Now comparing Tiger I to IS-2, IS-2 has 1,7 acceleration and a much larger deceleration of 2,4 and a bit larger top speed. As for rotation speed, Tiger I is marginally worse than King Tiger: 24 on Tiger I VS 25 on King tiger. Again a much heavier tank can actually rotate faster than Tiger I. As for IS-2, its rotation rate is considerably larger at 32. IS-2 has a very high chance to just rotate it's very thick front armor towards a strafing enemy or just use its rotation to circumvent its slow turret rotation. This all leads to the Tiger being much more sluggish than it perhaps should be. In some cases it does have doctrinal smoke, which costs a fair amount of munitions to use. And of course blitz, but even that only momentarily mitigates its otherwise sluggish movement. Its main gun is in line with other heavy tanks, but it sometimes misses a lot, just like Panther. So when it starts taking hits, it gives more than enough time for the enemy to hit it multiple times before it can reposition itself. In: COH2 Balance |
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