Still cheaper than ele.
Bazooka teams aren't tank destroyers either. Ought they have 90 range?
Are you having a seizure or something. What are you comparing?
Posts: 1515
Thread: Eliminate baby sitting units16 Apr 2021, 18:44 PM
In: COH2 Gameplay |
Thread: Hull Down Panther new best TD?15 Apr 2021, 07:45 AM
Are you having a seizure or something. What are you comparing? In: COH2 Balance |
Thread: Commander Update Beta 2021 - USF Feedback15 Apr 2021, 07:42 AM
wow, just sad how they ruin a rare unit It was used in every game in 1v1. The pick rate for that commander was stupidly large. In: COH2 Balance |
Thread: Commander Update Beta 2021 - USF Feedback14 Apr 2021, 22:24 PM
Is it the same? I cant check right now but I think the gren rifle nade is much stronger. Haven't seen anyone get wiped by the echelon nade. Heck, my volks didnt even lose 50%hp super clumped up vs it a couple of games ago. In: COH2 Balance |
Thread: Hull Down Panther new best TD?14 Apr 2021, 17:57 PM
Tell me more about maneuverability on Port Of Hamburger or Redshit express or Ettelturd station or Angrymunde. Please, do share your visions on it. In: COH2 Balance |
Thread: Hull Down Panther new best TD?14 Apr 2021, 16:20 PM
Depends on the time it takes to hull down, de-hull (or w/e the correct English word is). If it takes a good chunk of time to hull down and can not instantly exit the hull down mode, then it has a drawback. If the de-hull time is instant, then there is no point in flanking as the tank can just exit hull mode, maneuver and go into hull again. So the overall power of Hull-down depends on setup time. What is the setup time for it? How long does it take to exit Hull down? These two questions should be asked. As you've said, not being able to move is a substantial drawback, but not if it takes a couple of seconds to setup or exit. The tank bonuses are fine. Elefant is probably the only tank that should not be able to hull down because it's got a wide enough cone, to be able to put far enough to cover a whole lane with it's range. Because you know, the further, the more comes into your field of "view". Other than that, a Panther is fine with it's bonuses. Tweaking the time needed is enough to balance hull down for team games. In: COH2 Balance |
Thread: Hull Down Panther new best TD?13 Apr 2021, 16:40 PM
If the hull down takes time to accomplish and if going out of hull down takes a couple of seconds, then it's quite fine. You get a static emplacement that will not be able to leave the hull down instantly and engage In: COH2 Balance |
Thread: Commander Update Beta 2021 - British Feedback13 Apr 2021, 11:56 AM
Looking at the webpage where the commanders are listed: It's listed per mode and there is an integer that represents how many times it was in the load slot. This is the only number you should look at. Any sort of manipulation with those numbers, without a clear function f: R->R or w/e that explains how they got the number and what it represents is just lame and lazy and misleading. You can be reasonable and say that the commanders that are in the load slots the most are probably the most picked, since you can't pick a commender which is not in the slot. But until the actual number of commanders PICKED is given, one can only assume. Brits generally suffer from retarded commanders but that's another topic. In: COH2 Balance |
Thread: How would you deal with the following?13 Apr 2021, 08:02 AM
What Commander did you pick? To be honest I always think as USF I have to ask the question "So, how did I get here?" Brumbar/ele combo and they have locked down that side? What the hell went wrong? I overextended a couple of times, to help out mid. Took heavy cav for offmap smoke to deny the elefant and rangers for flanks with tommies. He was a good player. I tried to scare off the brummbar with the Jackson so my infantry could push but a miss or a bounce was something for him to count on. And he did, stayed with the brummbar long enough for him to scare off my 3 super spread out infantry and flanking rangers + a stuka from the ally and I had to retreat. It was a premade team so they always double team-ed any effort mid and top. It's fine, it's a shitty map anyway. With one building being able to lock down on top with MG and lane-y nature for stuka and heavies. It was just a bad game. A combo of poor decision-making. Poor execution. No teamplay vs a team that knew what they were doing, coherently. Had another game on that map and even though I had to pull shit out of my hat due to the pios being first in the top building (then an MG comes), still managed to win because I had a good team. I only play randoms so I have to ask what to do when the team is not responding to pleas. |
Thread: Commander Update Beta 2021 - USF Feedback12 Apr 2021, 18:53 PM
To further derail this thread. I believe John has played with Vipper before and knows that she is in fact, a female human. In: COH2 Balance |
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