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Thread: Things I learnt about WW2 from COH222 May 2017, 13:22 PM
#292 British trenches were not garrisonable by axis troops but axis trenches could be used by allied infantry. In: Scrap Yard |
Thread: How do you counter dual Soviet Sniper in 2vs2 since WBP21 May 2017, 11:52 AM
It seems the strat is getting more and more practitioners so it is time to share your tips. I've never faced 2x sniper strat playing as axis, but I'm not affraid of it, i'll tell you my thoughts: Russian early capping power will be so low, you have to take profit of that (1 mg, 3 grens), you need an OKW mate which have to build kubel (for capping while you all push) 3 volks + inicial sturm . With that build you can push a lot. In case of narrowed areas, you can build a couple bunkers so the snipers have no chance to go there,(mind for penals flank that you have to prevent) that will delay you T2 but ask your mate to build raketten to deffend mid vehicles. Afther 7-10 minutes of push (you may get more losses than kills, but you will have ammo and fuel) you can go t3 to p4 and after that, stay in a deffensive role. In: COH2 Balance |
Thread: The problem with FHQs/ forward retreat12 May 2017, 11:15 AM
I think it would be enough just deleting the retreat point for all factions, and letting those units (ambulances, forward HQ, Medic truck) a soft retreat point in where you have to go manually. Here is the risk, if you push too much as OKW that you need to retreat (back to base) , your medic HQ would be exposed to the enemy as you have to come back from your base. That'd solve the balance on some maps and even in 3v3,4v4 games. People will mind where do they set their trucks/ambulances, etc. I don't see a reason to stop reinforce while in combat. In: COH2 Balance |
Thread: Whats the point in guards...8 May 2017, 08:20 AM
Am I the only one who likes how soviets are now? I like T1, 2 penals + guards. I like the new maxim (but plase fix the aim time bug). I'm having fun on 2v2. I don't like conscripts due to problems that doesn't scale well on late game. If you were used to OP penals with flamers, it's normal you find dificulty on this patch. In: Lobby |
Thread: Why is Rhzev still in 2v2 map pool5 May 2017, 08:34 AM
There's not enough Vetoes to play a decent pool. And every time I unveto 1 map to add a new one, the unvetoed shitty map shows on the next game. In: COH2 Gameplay |
Thread: Teamgame dominant meta2 May 2017, 12:20 PM
Nice Changes. I think the problem with Stuka Dive Bomb is that the cooldown after shooting the first bomb is too short. So that, combined with CAS supply on a ammo point, makes it a wiping machine. Keep the same stats, make it 10 minutes cooldown delay and I think it will be solved. Btw, I would like to report a small bug in where, the kills from Stuka Dive bomb are not counted in the score report when the match ends. In: COH2 Balance |
Thread: 1.3 GCS - Maxim Feedback20 Apr 2017, 13:57 PM
Why not reduce to a 4 member crew but with the amount of HP that would have a 6 men crew. That will solve a yolo grenadier riflenade if your maxim is full health because you will not loose a member so you can get back and heal with no MP cost. And with 4 member crew, the OST have a better counter with snipers. and OKW with jaeger infantry can snipe models while in cover. Regarding the maxim ability, it could be timed sight increase for ammo. Now off topic: Since you are "balancing" some units (that I really appreciate your effort), are you guys considering in any modification to Calliope? In my oppinion the amount of rockets per barrage is too high and makes it hard to dodge even for mobile infantry. In my oppinion the amount of rockets fired (overall after all barrages are fired) should remain but, i think it could have more barrages with less rockets per barrage so the inmobile targets will receive full burst, semi-mobile weapons such as packs/mg's can have a chance to move after a few barrages, and mobile infantry wouldn't be wiped on the first barrage. Right now I think its the most dangerous wiping machine. While it remains "strong enough" so that a yolo-light tank /med tank can't try to take it down in a suicide mission as you can do vs Kats,Stuka,Pwerfer. In: COH2 Balance |
Thread: Contest: New Maxim vet1 ability4 Apr 2017, 16:21 PM
Let me make a wise suggestion: -for 20-30 ammo a 20-30 sec ability, let the maxim increase its sight range but only inside the arc fire, loosing vision from out of the arc (USF AT gun Style). That'd be usefull for using a maxim covering a VP/area in case you need extra sight. Not an OP ability, munition sink, and useful if captured by the enemy. In: COH2 Gameplay |
Thread: 2v2 USF - How to do it?25 Feb 2017, 11:54 AM
3-4 rifles + mortar + medic + captain + stuart. Go Calliope commander, equip LMG's on all your rifles. Enjoy killing Mg's frontally and wiping inf. On early play agressive but mind to be in green covers. after upgrading with LMGs push forward, you will beat any inf you find. If you don't let the enemy to wipe any of your infantry squads, you will be in advantage. Your soviet mate should cover you in AT. T85's + mark works fine (mines and Zis for mid game). PLaying that way you force the axis to stay in a deffensive role, here is where the Calliope will end the job. PD: Please Balance team, no fixes for calliope wiping machine? it wipes too much in the first row. |
Thread: What is the state of Panzer 4 on the Winter Balance Patch16 Feb 2017, 17:32 PM
P4 is how a medium tank is supposed to be, slow and sluggish, but decent at AT and AI. What needs a change is the ridiculous mobility (acceleration, turning speed) for Cromwells and M10s. Rather then bringing the P4 on their level, I'd like the opposite to happen. I agree, I would set cromwell stats like T-34 85 in acceleration and maybe a little bit more in max speed. I would apply the same regarding comets. It's a joke how fast in response they are. In: COH2 Gameplay |
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