I see no normal pro-Axis posters chiming in.
On the topic of conscripts... I believe that everyone mentioned that there's almost no other viable build in 1s other than maxim spam because everything else is so weak including cons and penals. It seems that everyone was in agreement on that.
However, this post says cons are OP...
Just wondering, which am I to believe? |
I like the people who think P2win means you pay to win literally.
If you can purchase stuff which (even slightly) increases your Chances to win it's P2win per Definition.
Warspoil isnt even an argument in it's current state.
how many Premium commanders are ingame? 15? Based on my experience i will need 15*250h to get them so something about 3000-4000 hours just to be on an equal playing ground as my opponent.
But but you can get them for free banana? ! Yes that Statement would be very true if the game would be an f2p title, but I paid a full price game and i expect to have a "full" game.
B-b-But you cant spare 3€ for such an awesome game? Are you job less? No but its much more about principles than about having the money to buy them. I wont Support such dick-ish (is that even a Word lol?) Dlc policy.
But but but... I got all of those commanders for free through warspoils. Farming through the night while I sleep (electricity bill not included)
On another note, there's that warspoils closed alpha testing. There might be a change in warspoils in the coming future. |
That ain't full retard, tho
Yuo see, there many doctrine on all side with useless
This useless, nobody care, nobody use
To be consistency, suggest buff for all ignored commander
Eminent bias is you
Nor should, IMO, commanders get anywhere near as much attention as rounding out the base tech trees of each faction. The 222 change will help towards this tbh imo fam. I'll make no comment concerning other buffs for under/unused commanders though.
Lol, that's not fair. You can't just ignore the existence of other units that exist in the game. Penals are performing so poorly so they're going to get looked at next patch. Should everyone just play based off of meta units? Doesn't that make gameplay dry? |
Two years later and people still can't adapt
can we turn all deadly off map abilities from flares into siren? I think more people would realize if that were the case. |
I would say you cant compare stuka and arty cover but fine here we go. The indicator for stuka dive bomb is the noise, not flares in any other aspect then that it behaves like other offmap abilities (that is you can dodge it). Arty cover has a much bigger area of effect and some tanks are just too slow to move out in that period. It very much rains down mortar fire on infantry/support weapons (not sure on this but it has slight surpression i think).
The arty cover AI is a nerfed version of the bofors barrage. Mainly suppression I seem to recall ( and the only true suppression the Brits possess).
Smoke on the ground clearly shows the areas of concern for arty cover, noise doesn't tell you squat about where a Stuka is inbound.
There's a reply to your post above
And yes, I think we should compare because both are off map abilities and one is about half the price of the other. One only shoots suppression and smoke, and one obliterates everything it hits (except a full HP heavy). One gives smoke and an AOE circle radius to know where and one makes a sound that can fall ANYWHERE on the map... mmm, even in base. If you don't know, it was quite common to drop one stuka dive bomb on soldiers that just retreated back into their base. I used it to great effect killing like 4-5 squads. So I would like to see you try and dodge a flare ability versus a sound ability. There's a big difference. |
Like other Artys, maybe it should NOT kill everything the instant it hits and give players the chance for counterplay? You know like those other 300 munition arty abilities?
Here's a 160 muni ability that can kill everything in its radius. you cannot predict much since there's no flare:
Stuka Dive Bomb
https://www.coh2.org/topic/17110/stuka-dive-bomb
Cover Arty doesn't kill any infantry. Tanks can be destroyed if they stand still but there's no engine crit anymore
How in the world does this kill everything? How about you try unleashing the ability by itself and see how many things get "obliterated" lol. How can I take you seriously? |
M20 still puts mines and has a bazooka crew, so I dont really see the issue other then if you leave your M20 unsupported the 222 now has a chance to get away (still MINES). I will go with what I went before, try and flank the sniper with my terminators... errr rifles I mean. The 222 is not gonna kill the M20 FASTER it just has more health. It still is useless against anything USF after the M20 is dead.
... no one is going to waste 60 muni on a mine to kill a 222...
If someone is being chased by 222, decrews vehicle, the 222 will just destroy the M20 while it's unoccupied. The bazooka will not force the 222 to retreat as it now has higher HP.
I personally think having a 215 mp 15 fuel vehicle counter a 340 mp 20 fuel vehicle with a potential 70 muni upgrade... is still off. That's just me though. Wondering how everyone else feels about this. |
... p47 requires line of sight... costs more, tends to miss more... How are you fighting more than one pershing if one player has airborne doctrine. Maybe you destroyed one and another comes out but you shouldn't be fighting more than one at a time. JU87 is supposedly bugged says in another thread where it's on for a lot longer than it supposedly is. |
PZgrens with 1 shrek would be nice for 1v1 and 2v2, but 3v3 and 4v4 i can see it being spammed, blobbed and counter everything
I can sort of see it but that depends on the counter. MGs, would stop them. Snipers would stop them. Mortars would rip 'em. You gotta' understand that that is a huge MP drain and to maintain. In late team games since you can see i'm a noob 4s player, long range guards, rifles, IS, close range rangers, paras, and shocks would beat them. it's not like they're rolling over cons like they used to. |
They were expensive in beta too yet back then everything-obliterating-PGren blobs were actually quite meta.
I think that's because back then they were only fighting cons, frog positioned guards, and shocks. Now they have to fight rifles, rangers, IS, and commandos. Nobody had FRPs back when the game was released but now it's different. Rocket artillery wasn't as good back then either. Surivability of a 4 man squad with high reinforce cost is not good. Imagine volks going down to 4 man squads with 30 reinforce... too difficult to maintain and you wouldn't see as many volks squads without heavy MP bleed. |