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Thread: How does Merge work?7 Jun 2017, 10:57 AM
Hello, I have seen several players using Rapid Conscription to replenish their Penals, so I have been wondering, how exactly does it work? How good are the merged models when they become Penals? Do they become as accurate as Penals? Do they have the same DPS and armor? Thank you for answering. |
Thread: Forward retreat points.6 Jun 2017, 09:19 AM
¨ How do you buff cover any more? Infantry in heavy cover are already almost invincible. At least remove the vet modifiers for received accuracy though. Vet3 Riflemen are problem even in 1v1, never mind blobbing. Replace them with either more accuracy, or some abilities(sprint, stun grenade, smoke grenade, self-healing, suppressing fire and so on), so it is actually skill based, rather than "I will just stand in the open because I can" type of mentality. In: COH2 Balance |
Thread: Forward retreat points.5 Jun 2017, 10:34 AM
Of course, my little example counted on them all getting suppressed at the same time which mostly doesn´t happen. The blob usually murders the MGs with sheer firepower before it can lock on a target, because they keep killing the gunner. Nerfing RA would make sticking to cover an actual tactic in the late game, as opposed to simply running units around on A-move, or even without it(especially Riflemen are guilty of this). People would have to be a lot more careful with their vetted infantry, which is a good thing IMO. Laying traps and ambushes would become a lot more effective, which again, is good. As for emplacements, I have said what I wanted. If a top 10 player(HelpingHans) says it is VERY difficult to take out once established, and you say it is easy, there is nothing more I can say. We both have used our arguments, we will simply not agree. There will be no more talk about emplacements from me, not in this thread. In: COH2 Balance |
Thread: Forward retreat points.5 Jun 2017, 00:40 AM
Emplacements can be very strong for a good player. It is just that most players who make them are bad, so they lose just by the sheer skill differential. If you can micro the rest of your army however(which large portion of these cancer abusers are unable to do, thank God), you can just lock down a VP and fight over the others, repair your team mates tanks and so on. I would by no means call the counter for them "easy". If the offender knows what he is doing, you have to be very careful, so your counter just doesn´t blow up mysteriously. Like I said, either give it to everyone, or give everyone a HT and be done with it. Maybe not exactly buff the MGs, but buff the suppression itself, so the suppressed squads do less damage than now. I believe that now, it lowers your DPS to 25%. That means that if you meet a 4-squad blob, which you often do, you have one full squad firing at you, regardless of suppression. But then again, the RA nerfs will help with that, too. Having more received accuracy means that you take more bullets from the MG, so more suppression, therefore you get pinned quicker. Just NERF RECEIVED ACCURACY ACROSS THE BOARD. That is the cure to most infantry-based problems in this game for me. In: COH2 Balance |
Thread: Forward retreat points.4 Jun 2017, 19:16 PM
When I rarely play team games as Axis against USF, they usually make a blob, and then straight away follow it with a mortar/double mortar to clear MGs(they never use smoke of course, why would they?). They can pretty much just follow the blob, because the mortars pack up almost instantly. In 1v1s, FRP are mostly pointless, because the maps are small and having a FRP somewhere makes it vulnerable. Also, it is kinda curious that I made the same point about emplacements(that they encourage dumb behavior), and you reacted by an almanach of hypothetical counters to them, and now you berate me for it. And like someone said here earlier. If they were removed, people would just booby-trap the map with 5 MGs and constantly force retreats. It would be even bigger cancer than it is now, especially on maps like Steppes and General Mud, which take several minutes for infantry to cross. Either give everyone a halftrack, or give everyone a FRP. Otherwise, people will keep on haggling. Team games are a blobberino-artyspam-simcity clusterfuck, and in this game, they will probably stay that way forever. If you don´t like it, go play 1v1. I personally think that buffing MGs and nerfing received accuracy(like removing Riflemen "yellow cover in the open" bonus, but also just increasing the damage that ALL units take in the open) across the board would encourage players to stick to cover and not blob all the time. In: COH2 Balance |
Thread: Forward retreat points.4 Jun 2017, 10:43 AM
You know, I expected something like this. Who said that artillery should be great at killing mobile troops(especially since you asked about killing FRP)? Pack Howitzer is good enough, maybe a little range increase on the auto-fire would be nice. Mostly, USF just go double mortars anyway. The Brits have no problem whatsoever with the "trench warfare" in CoH2. They are better suited to it than any Allied faction. And just so you know, when you see more OKW than Ost in the enemy team, MAYBE it would be suitable to go for a doctrine with artillery, like Infantry or Tactical Support, or any other with call-in artillery(Mechanized, Recon Support, Armor). There is more than enough artillery options for the Allies in this game. In: COH2 Balance |
Thread: Forward retreat points.4 Jun 2017, 09:58 AM
For the USF, Major Arty is pretty good now. Pack Howitzer is also great. At vet 2, it is pretty much identical to heavy artillery. As for UKF, if the FRP is of any use to OKW, Mortar Pit can usually reach there. In: COH2 Balance |
Thread: An idea on emplacements.3 Jun 2017, 15:03 PM
Haven´t you watched any high-end games recently? I hardly remember a time when there was more than SU-85/Firefly needed to handle a Tiger/KT. You can just kite it pretty easily if you have the micro. Mostly, when players call in a Tiger/KT, they just keep it back, because they are scared it will get sniped. As for the Axis tanks being better, what exactly do you have in mind? Sherman/Cromwell/PanzerIV are roughly the same, only the P4 costs more and has worse moving accuracy. Centaur is clearly superior to the Ostwind, especially after vet 1. The ONLY really good(when you consider what you get for your money) Ostheer armor is the StuG III G. The whole tier 4 for the Ostheer is a waste of time, unless you play a big team game. As for OKW, their tanks are better, but come a lot later usually. By the time you can get a Panzer IV out with OKW, the enemy likely has a counter already, so you usually have to get a Panther anyway. I think that this whole "Axis has better tanks" bullsh*t is a relic from the times when the Soviet armor was useless and the WFA weren´t introduced yet. I think it is high time to stop saying it IMO. Basic Allied armor is VERY GOOD, it is just that nobody bothered to use it since they introduced commanders like Heavy Cavalry. "Should never happen"?????!!!! Yeah, but this is reality(of a game of course), not a driving manual. It just happens because the heavies are desperate to catch out the kiting TDs and they get trapped. All Allied TDs in general have received significant buffs over the years, while the heavies have stayed the same(especially the Tiger). They can now reliably and cost-effectively take on even the heaviest Axis armor. As for infantry, the Allies clearly outclass the Axis, especially Ostheer gets raped hard. The reinforcement costs are higher for the Axis. The durability is much higher for the Allies, especially Riflemen, with their "light cover in the open" RA vet bonuses. The Tommies with upgrades are RIDICULOUS! Even Penals are very good. They can manage much longer with no upgrades, so it is OK that the upgrades cost more in the end. In: COH2 Balance |
Thread: An idea on emplacements.2 Jun 2017, 01:50 AM
All the heavies are manageable, if you have any skill whatsoever. Most can be forced back by a single SU-85 or a Firefly. If the TDs are supported by a snare squad, they can take it out no problem. The Allied infantry mostly just outclasses the Axis(especially Riflemen and Tommies), unless they make a full blob of Obers, but then, you can smash it with armor anyway. Overall, Wehrmacht is the most balanced faction in the game. They have high-micro/high-reward infantry and overall, you get rewarded for your skill. With Allies in general, you need far less skill to achieve the same things, especially with Western factions(like if you run into the arch of an MG with Rifles and the enemy thinks "ahah, I predicted your move, I got you now!", you can just go like "f*ck you, I have my smoke"). I think it is mostly just a matter of Allies not using their abilities most of the time. I mean, most USF players only recently started using smoke, because up until now, there was no need for it whatsoever, you could just plow your way through with sheer brute force. Another reason is that in the super-late game, the Axis does become better, and in team games, you are generally more likely to have a longer game, so there is that. In: COH2 Balance |
Thread: An idea on emplacements.1 Jun 2017, 10:40 AM
So it seems like there's been a ton of hate on emplacements and simcities recently, and the problem with a lot of suggestions is that they are mostly just straight nerfs, without any reciprocating buffs/reworks. I want to offer an idea that I thought of that is 100% theoretical, may not even be balanced, and some parts of which may not even be doable. Having said that, my idea: Do you know why people only post straight nerfs to emplacements? Because they don´t want them in the game! They RUIN the game. Period. They have no place or reason to exist. Brits are perfectly capable of holding territory without them. If you just gave them a mortar, they would be fine, but "NOOOO, WE NEED MORE MONEEEEEEEEY! WE NEED TO MAKE THE BRITS NO-BRAINER AND OP, SO THE NOOBS GIVE US THEIR MONEEEEEEEY!" Like seriously, f*ck this game sometimes. It is a great game, but boy does it have some cheesy sh*t!! Just replace the Mortar Pit with a regular Mortar. PROBLEM SOLVED! You will be able to build Bofors and AT guns, but you will still be able to counter-barrage with your own mortar, in case they get attacked. And if you are careless with your mortar positioning, you will get raped, as you should. The mortar pit has no place in the game. Remove it, or nerf to the point of uselessness(and if this results in players ditching emplacements altogether, well, then we´ll all just celebrate and move on), there is nothing more to say about it. In: COH2 Balance |
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