Complains how allied players complain about things they can’t counter being OP.
Says penals are uncounterable and OP.
GG
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Post History of LoopDloop
Thread: This game will never be balanced.18 Sep 2018, 17:08 PM
In: COH2 Balance |
Thread: The Dilemma with Paratroopers18 Sep 2018, 17:06 PM
If there's something to be changed/added on Paratroopers, is either the ability to reinforce ANYWHERE on the map or give them default fire-up ability to avoid suppression, similar to CoH1 paratroopers. Otherwise, if you just add some kind of demolition charges, they will be able to do their job slightly better. They are designed to disorient the enemy. I think coh1 style fire up would be blatantly op on Thompson paras tbh. Even normal sprint would be stretching it a bit. Do paras have smoke? I don't recall but if they don't that would be a nice addition and add more variance from the now smokeless rifles. No and that was one of my suggestions. It’d be cool, and I don’t see how it’d be that imbalanced. Would mostly add utility and not make them even more abnormally good at their intended role of wiping retreating squads, but would add a little more synergy with other units IMO. In: COH2 Balance |
Thread: This game will never be balanced.18 Sep 2018, 17:03 PM
K. Have fun thinking that. In: COH2 Balance |
Thread: Universal Carrier vs Volks18 Sep 2018, 17:02 PM
Not asking them not to get snared; it's the range of the faust combined with the fact that it seems to guarantee an engine crit. Also, I play at low resolution to ensure faster gameplay... as far as I can tell there's no animation that the faust is coming up, is this correct? The animation is 5 guys running toward your UC lmao. And it does guarantee engine damage the UC. No offense, but this is definitely an l2p issue. I use the UC all the time and have never thought it was bs or anything on the rare occasion it gets fausted. The UC has decent acceleration and a long range so there’s no reason it should get snared that often if you’re paying attention. In: COH2 Balance |
Thread: M8A1 Scott Counter18 Sep 2018, 05:26 AM
Stuka CAS? XD Well at the very least for ostheer, inorder to shoot Ostheers pak guns, they need to be inrange of the pak guns, given no elevation issues. Wait really? I thought Scott’s outranked paks a little. Yeah they’re tough to counter. It does mean your opponent has a little less real armor on the field and has to dedicate some troops to protecting the Scotts though, so maybe trying to take advantage of his relative lack of mobility would help (attacking different sides, hard pushes, etc). |
Thread: The Dilemma with Paratroopers18 Sep 2018, 05:14 AM
Paratroopers do 100 damage with their bazookas and have higher penetration. They also have an ambush camouflage bonus that usually bugs but is supposed to make them do more damage and have more penetration. Edit: Also, disclaimer: the game I played against a certain banned user referenced in this thread was more or less a meme build. I only had 1 rifle and two REs to open with in the interest of trying to go airborne callin heavy later (which doesn’t work for obvious reasons lol). So if I could avoid being told to l2p that’d be great. I’m ranked decently at 250ish for 1v1s with usf and 116 or something with Brit 1v1s. In: COH2 Balance |
Thread: Universal Carrier vs Volks18 Sep 2018, 05:11 AM
So try supporting it with other units. It’s not supposed to win you the game by itself. Fausting and mg42 incendiary rounds are pretty much the only cost effective counters to the UC in the early game. Learn to avoid them. In: COH2 Balance |
Thread: Universal Carrier vs Volks18 Sep 2018, 05:06 AM
Maybe don’t let your UC get snared? Also it has way more armor than the clown car or kubelwagen or dodge so it’s not exactly “fragile”. It does get insta killed by pgrens with schrecks but that’s not a big deal as they come much later anyway. But seriously the thing’s practically invincible for like the first 5-6 minutes as long as you’re not being kinda dumb and they don’t get an early rak. In: COH2 Balance |
Thread: How to fix UKF: Unit overview18 Sep 2018, 05:05 AM
Hoverbacon: fair point. Keep in mind it would probably have to be a very short stun with no permanent effects if it was implemented at all. Maybe an increased throw time and/or decreased damage against vehicles too. I’m just trying to think of ways to make the thing actually useful/appealing besides occasionally throwing them at unlucky schwerers. Another consideration is that Brits do also have chronically smaller and somewhat less mobile infantry squads than soviets In: COH2 Balance |
Thread: How to fix UKF: Unit overview16 Sep 2018, 18:24 PM
A shame the Hammer specialisation in game isn't as effective as the Hammer we seem to have on the forums XD Lol +1 On that topic, the other day I was thinking that it’d be cool if the gammon bomb (on infantry sections) would stick to tanks. IIRC it doesn’t actually engine damage, but stuns for a bit (don’t remember if it just stops movement of the tank like the AEC or disabled weapons too). It’d make hammed a bit more appealing and give some actual function to it other than comet, as anvil is picked both for Churchills and the airburst shells, while the only driving force behind picking hammer is really the comet.. Heavy engineers are nice too, but IMO are on the same level of usefulness as FoW vehicle tracking (as in nice to have but not something that plays a part in dictating which specialization one chooses). It’d also lend some more nice synergy and mobile aggression thematic to hammer to the brits, which I think is fine because they would still be the only faction without snares on mainline infantry. Snares on sappers are great, but inherently less powerful and ubiquitous than snares on tougher and highly prevalent (in terms of actual numbers of squads) mainline infantry of other factions. I think that’s balanced though, since brits will have all those other abilities that mess with tanks (treadshot, sniper crit, tulips sort of). It’s actually a perfect compromise IMO for sappers to have snares. In: COH2 Balance |
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