Doesn't cancer nades apply the same speed debuff ?
If you’re talking about the obers/falls’ chemical grenade then yeah.
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Thread: USF White phosphorous mortar rounds17 Aug 2018, 03:06 AM
Doesn't cancer nades apply the same speed debuff ? If you’re talking about the obers/falls’ chemical grenade then yeah. In: COH2 Balance |
Thread: What if Thompson paratroopers could camouflage?17 Aug 2018, 03:04 AM
Just sort of a conceptual food for thought thread. There’s loads of other infantry with cqc weapons that can camo in this game, and I think it’d fit the “theme” of the unit pretty well considering that they are paratroopers. They also have kind of bad RA modifiers IIRC and drop pretty fast, making it hard to use them as a cqc unit. I’m not super married to this idea and it might not be that balanced but I personally believe it’s a pretty decent idea. In: COH2 Balance |
Thread: Impact of smoke on AT grenades16 Aug 2018, 17:45 PM
I understand that, but it takes longer and requires more input (only marginally so, but that definitely makes the difference). I'm not saying they're bad, they just have different uses. I challenge you to actually find a replay of non panzer tactician type smoke used effectively to counter snares. Either he's far away enough that you just reverse, or he's so close that it doesn't matter. As Lago also explained, "They're not as good as Panzer Tactician as an escape tool because they require aiming and take time to fire (five seconds for Sherman smoke, traverse time + three seconds for Cromwell smoke). Panzer Tactician fires as fast as you can hit the hotkey." (Lago's words). In: COH2 Balance |
Thread: Concerns of a COH fan16 Aug 2018, 00:15 AM
Hi Guys, sorry for incorrect English. Its however not my first language. Since you only play PvE, I would echo tightrope and zombifrancis and say just mod the game or find mods that you like. Balance is never really going to conform to PvE because that's not what the vast majority of players feel is necessary. In: Lobby |
Thread: G43 rifles vs MG42 light machine-gun 15 Aug 2018, 17:44 PM
I thought they did. Huh I could be wrong. I always thought it was really noticeable when JLIs or even pathfinders did it but have never really noticed with the gren g43s but I've never seen any stats about it so there's nothing empirical behind that. In: Strategy Desk |
Thread: OKW COMMANDER REVAMP DISCUSSION15 Aug 2018, 17:42 PM
I guess that's true. It'd still be a bit odd IMO, but I'm not super opposed to it or anything. I just feel like it doesn't add much and I wouldn't really want to pick a doctrine based on its presence there as okw. In: Lobby |
Thread: Impact of smoke on AT grenades15 Aug 2018, 17:31 PM
That doesn't negate the fact that they take several seconds to land compared to the near instantaneous panzer tactician or aec/churchill smoke. They have different uses and are not really comparable; it's like trying to compare the scott and stug E, it just doesn't make much sense because they're too different despite having certain similarities. In: COH2 Balance |
Thread: About USF early game, how about finally buffing RE a bit?15 Aug 2018, 17:24 PM
My issue is more that you have all these team weapons and elite infantry (and two doctrines that are supposed to be focused on utilizing said elite inf, being airborne and recon support) but they kind of feel sidelined or less accessible because you have to have a bunch of riflemen in the early game but then are given another free squad and then have to go pay a ton to properly utilize them (healing, nades, and racks). By themselves, none of these would be problems but put them all together and you're more or less forced to mainly rely on a ton of infantry with very few other units in the early/midgame, which IMO is poor design. It's not gamebreaking but I wish I could actually utilize all these things instead of just having more garands. All the other factions in the game have other alternatives that are much more accessible and therefore feel much more flexible as a whole IMO. Soviets have 2 tiers each with non-infantry alternatives (snipers, scout cars, team weapons). Brits have a varied T0 and a fast tech to t1. Ost have a varied t0/t1 with a bunch of team weapons and a sniper. OKW at least has some infantry variety and the kubelwagen. I'm fine with having to make choices like "which tier do I go for?" (i.e. okw t1 or t2 or soviets t1 or t2) or "when do I get this sidetech?" (soviets and brits) and in principle I'm fine with the way you have to choose tiers and sidetech with USF as well but I feel like in practice the above combination of things I stated in my first paragraph really hampers them. It also doesn't help that the two tiers are somewhat flawed (captain having no suppression and lt having all of it, lt having no reliable at and captain having all of it). I say this with a grain of salt as I just played a 1v1 where none of my infantry got wiped and I still managed to get a pack howie, an at gun, and rangers XD, however that's mostly because I was bleeding him a lot more than he was bleeding me. And that being said, I do see where you're coming from, I just happen to have a different opinion. In: COH2 Balance |
Thread: OKW COMMANDER REVAMP DISCUSSION15 Aug 2018, 17:06 PM
That'd be odd because it'd be redundant with the KT though. Sort of like pfusies are right now actually, but worse because they basically fill the same exact role. In: Lobby |
Thread: How to blob as Ostheer15 Aug 2018, 17:04 PM
Or you could not blob and not get katyusha'd for a gg. |