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Post History of BartonPL
Thread: Assault Grenadiers costing munitions.26 Sep 2013, 21:34 PM
What else would they do? i see only setting CP from 0 to 1 and that would be probably best solution, muni cost on call-in infantry is kinda weak. But good that at least they've changed something, i was getting bored to face 10 assault grens In: COH2 Gameplay |
Thread: Forward HQs are bugged - Free after the first one.26 Sep 2013, 20:20 PM
FHQ should change it's name to THQ, which means TrollHQ In: COH2 Bugs |
Thread: racism on this site26 Sep 2013, 09:12 AM
tbh things like racism doesn't exist... In: Site Feedback |
Thread: [Proposal] 11 distinct, identifiable doctrinal commanders.26 Sep 2013, 08:36 AM
Idea for doctrines is good but i doubt Relic will change whole doctrine system because they have DLC policy and they gain $$$ for selling their current commanders and it would be hard for them to replace current doctrines with your (who would get which doctrine) Also it's a lot of work to create new doctrine system, they are mostly focused on balancing things right now instead of changing current systems In: COH2 Gameplay |
Thread: Feedback: Soviet Counterattack Tactics25 Sep 2013, 23:24 PM
Nice post Barton. I think this commander vs mechanised armour commander will make for some interesting games I'e already had good game vs mechanised doctrine, maybe not at highest lvl because it was first time i used this doc but i've achieved like 50 kills and vet 3 on KV-1 and be able to get 2 B-4's MVGame In: COH2 Gameplay |
Thread: changes not in patch notes25 Sep 2013, 21:45 PM
No, that is a typo. Nothing was changed on the ZIS barrage ability. We pulled it out after testing showed it wasn't a good change. I know perfect solution to this, 30 munition per barrage because it's still useless and can be easily avoided and paying 60 muni when i can for example build 2 mines just don't calculate for me and probably for others In: COH2 Gameplay |
Thread: Feedback: Soviet Counterattack Tactics25 Sep 2013, 21:41 PM
damn, why not some constructive post here? Kappa I'm sad now In: COH2 Gameplay |
Thread: Feedback: Soviet Urban defence Tactics25 Sep 2013, 21:33 PM
As i said this doctrine have potential but must be rebalanced In: COH2 Gameplay |
Thread: New Patch -> has gotten us flowers25 Sep 2013, 21:31 PM
People must really understand that everything can't be done with one magic trick, i hardly thing Relic balancers hadn't had lot of time to test new abilities and units to balance them in very perfect way but at least they moved forward and haven't stopped on abilities from release right? I bet that future patch will somehow bring balance to new abilities and units so those doctrines won't be considered as pay to win (which actually 2 of them are) In: COH2 Balance |
Thread: Feedback: Soviet Urban defence Tactics25 Sep 2013, 21:22 PM
Time for second soviet commander. This time we have to deal with uncommon doctrine which had a great potential but at current stage i rate it as one of worse soviet doctrines. From 0 CP's we can already create FHQ, same as in CoH1 but this one can Heal, Reinforce and provides buffs to all nearby units, it requires your unit to be in building in which you want to establish FHQ. Also it's cost is.... 420Mp and 80Fuel and the cool story ends on this prize, why? Building are very vulnerable to nearly everything, even for grenades, also on some maps building are very rare so the effectiveness of this doctrine is going down, FHQ makes from soviets kinda campy faction and we used to be aggressive with soviets. building FHQ can be really risky but sometimes it can be really helpful. Second new ability to CoH2 scene is 45mm 53k light AT gun. I must say that i never believed in this unit till i killed like 3 tanks with only these 2 light at guns. Range of fire is nearly the same as ZiS3, reload is like 2 seconds (double fast as ZiS3) rotation of the gun, and speed is way better than ZiS3 the only minus for this ATG is their penetration and damage, which is obviously low because it's only 45mm. But Costs says it's all, only 200MP. I totally suggest getting this unit in very early, maybe even 2 so you don't have to build ZiS3's in early game. Third ability is well known vehicle detector plane which I ofc forgot it's name ffs... but as long as I look at doctrine name which is Urban and look again at this ability it makes me sick, why the hell Urban doctrine which is designed for close combats and street fights gives us some useless plane? there are plenty of possible replaces like dbl flamers on engineers or even god damn Assault Engineers! KV-8 could also suit up in this role but not some useless plane that takes other abilities slot. This abiliy must be changed to something that boost our infantry or add call-in. 4th ability is also new, Booby trap, what's that? I'm not completely sure, i thought that this would work same way as in CoH1, you build traps on points and in building and enemy is dying and that makes you happy panda but sadly no.... Relic had to use it's own ideas for this and now we have 100 munition ability that you can active only on your sectors that are not capped at the moment and after 15 second you got booby traps on your point which i thing detonates like 1 second after enemy gets into territory sector. But better story is you can't have more than 1 booby trap at the same time i think.... This ability cost me a game and it was main reason why i lost it spending like 200 munition to kill 3 PG's only. Last ability is Incendiary barrage which suits very well for urban doctrine, no need to say more words about it. If anyone want to share his opinion about this doctrine then join discussion! MVGame In: COH2 Gameplay |
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Latest replays uploaded by BartonPL
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VSA Game of Throws Marcus2389 ALIEN BartonPL-V- Blup -=JINxSS=- PREMIER-AIDE-DE CAMP Nechvi74 CZ4v4 with Marcus <3 MVGameby: BartonPL map: Sittard Summer4-997
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