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Thread: Abnormal targeting in Stadtshuntz8 Dec 2018, 02:26 AM
We found some strange targeting in this map. As you see in the picture, both the maxim (bullets) and the Zis (ballistic) target okw base defenses through the buildings south of the northern base. Ballistic (proyectiles with collision properties) can't get through it. But it seems normal bullets can. In: COH2 Gameplay |
Thread: About Katyusha's vet130 Nov 2018, 18:52 PM
I like to use my abilities as much as I can, but I've only used the tank capture ability like 4 times. The reasoning is this: As your tanks have no armor (except for heavies) you end up with damaged tanks at the end of a successfull breathrough, so you have to fix them with your engies. Do it on a capture point and you are both repairing and caping. In: COH2 Balance |
Thread: Hell Let Loose 2019 Hype29 Nov 2018, 14:41 PM
Can't wait to get some ptsd inducing battles. Do you know Forgotten Hope 2? I think you may enjoy it until hell let loose launches. Huge maps, 100 player servers, and a lot of fronts represented (there is even a series of battles between australians and italian troops in north africa) In: Other Games |
Thread: About Katyusha's vet129 Nov 2018, 04:39 AM
I also dislike the idea of a pwerfer like alpha strike. Overall, the idea of incendiarty rounds seems to be the most coherent as it could be apllied to a number of situations. It can be used defensively to cutoff the blob from assaulting a position and could be used to force the enemy to move their support weapons. But even then, its sounds too much like an flat out upgrade from the normal barrage (don't know how its balanced for mortar halftracks) A supression barrage will have to do less damage (dont know how to explain it lore wise) but it will outright stop enemy assaults and I kinda dig the "I can supress like a pwerfer, but i have to pay" thing Stun is another variant if supression is a bit too much In: COH2 Balance |
Thread: About Katyusha's vet128 Nov 2018, 15:29 PM
IMO there are 4 routes to go with it: 1) Spread the cooldown reduction through the 3 vet ranks. 2) Give it a ability that synergises with its area denial design. Ex: the incendiary rounds proposed on the last patch 3) Give it a ability that offers utility. This one I have no idea how to implement, as the katy gets synergised into (ex, mortar flares) that outo 4) Give it a strong alpha strike type of ability I'm more on the fence with this one, because due to the rocket pool it would be monstruous and far too devastating against small squads Obiously this will mean changing other stuff of the unit. Just to clarify: This post isn't about "THE KATY IS SHIT - RELIC PLZ". Its about its nonexistant vet1 bonus. Remember, a lot of eastern front units had impractical vet1 abilities (tripwire flares, ostheer medikits lol) that are changing in order to open up more options to play In: COH2 Balance |
Thread: About Katyusha's vet128 Nov 2018, 02:56 AM
I'm curious. Why katyushas still have that useless creeping barrage on vet1 instead of the much needed cooldown reduction (or anything usefull at least)? On the comunity side I think there is a general consensus that "katys don't have vet1" and I've never seen this ability used on any tournament match in the two years I've been playing this game. This ability has no redeeming quality: - It's slow - It costs ammo - Ends up firing less rockets than a standard barrage - Its barely more accurate than a standard barrage (and that means a lot, since the rockets have a really small AoE) If I recall correctly, there was an instance of the previus balance patch when they considered changing its vet1 ability into an area denial incendiary barrage, but it didn't pass the scope requirements. In: COH2 Balance |
Thread: t70 recon nerfs21 Nov 2018, 20:26 PM
I haven't tested it yet, but i think it was a bit too much. I mean, now it can barely see beyond the max TD range (60 - 65). In: COH2 Balance |
Thread: Feedback for Commander Revamppatch19 Nov 2018, 19:16 PM
I think the problem with conscripts its not so much their performance, but everything that comes with it: - Spending fuel in two grenade techs, which delays armor (dunno, maybe link the costs of both grenades just like the t1/t2 structures) - Lack of any non doctrinal weapon update in the late game where every mainline infantry is lethal with brens, bars, lmgs or stgs. You are stuck with your mosins, just like penals are stuck with their far superior SVTs. - Awfull maxim supression negated by yellow cover. Zis, if not for their abysmal firerate, are fine. Mortar is also pretty good. In: Lobby |
Thread: Is2 and other heavy tanks issu13 Nov 2018, 21:09 PM
I quited using the IS2 like a year ago when I saw a P4 penetrate it frontaly 3 times one after another. Experience has led me to believe the claims that it has the same armor as the KT are false and its actually closer to a Tiger I or its someway nulified by the high penetration of german TDs. In fact, I've seen KV-1s bounce more shots from ATGs and light TD than any IS2 (and thats why those are my tank of choice when facing compositions with lots of light AT) Sucks we don't have any reliable stat source. Maybe I'll lab it one of these days with the editor. Also, there is no need to be rude In: COH2 Balance |
Thread: Is2 and other heavy tanks issu13 Nov 2018, 20:28 PM
Hell, even a Stug can force the IS2 out of position. It feels like everything penetrates it way to consistenly, so you basicly have a experience soaked sponge for your enemy AT and armor to squeeze. In: COH2 Balance |
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