Awesome, thanks for the votes and replies. I pretty much agree with everyone.
Unit type needs to be considered as Boc120, Gokkel and MrcoR said and faction type too as Katitof pointed out.
4 Sturmpioneers? Could it... Could it work?
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Post History of Bulgakov
Thread: Spam Concensus 4 Aug 2014, 13:07 PM
In: COH2 Gameplay |
Thread: Spam Concensus 4 Aug 2014, 11:59 AM
Hey, this vote's to see what most people think spam is. I've seen players accuse other players of spam because they had 3 of one unit type. To me spam is at least 5 at the same time but I see a lot of people get annoyed by 3/4 conscripts or Volks. 2 snipers to me is also not spam, it's a sniper strat. It seems the word spam has been spammed and lost all meaning. I just saw a thread with the phrase "Tiger spam"... I mean, it's impossible to get > 4 Tigers (unless 4+ 1 decrewed) So here's the vote. What number constitutes spam? I think it's important to have a common understanding of the word for forum discussions. If someone says "he spammed Pumas! What should I do?" and in reality there were only 3 in the whole game and only ever 2 at once, it becomes difficult to answer his question. The number matters, so what is the spam number? Spamber... In: COH2 Gameplay |
Thread: Suggestion: War Spoils Fix4 Aug 2014, 11:29 AM
Agreed. I'd be glad to buy fun new content. Relic... Y u no take my money? In: Lobby |
Thread: Infiltration grenades working as intended?4 Aug 2014, 05:04 AM
It should have a cost increase definitely. But the animation takes longer than a standard grenade, which can also wipe full squads pretty regularly. In: COH2 Balance |
Thread: Action Items: Balance Feedback Required!3 Aug 2014, 13:28 PM
Hmmm, really a lot of good points, thanks for the well-thought out reply! Yes, I imagine in team games it wouldn't have as much of an effect to reduce MG capping ability. Still, I think it would reduce it a little. But you're right it would have a large effect in 1v1. Do you really think MGs would become extinct? Soviets still have conscripts/2CP call-ins to mix in with the MGs for more of a balanced army. I'm not arguing for a reduction in squad size. If it happened, yes, the squad members should be buffed. Perhaps they should reduce squad size to make snipers a ore viable option for Ost. But definitely improve MG sqaud stats. Not power, just durability. But I think I agree with you on the Soviet tier design. The cost of 40 or 50 after you've already spent 40 or 50 is too much. So as you said, players are forced to build even more units from that tier. I think for t3t4 is should stay the same though. A choice should be made that has drawbacks. Ostheer also has to make a T3/T4 choice. Maybe after building one of the tiers, the other tier could drop in price? In: COH2 Balance |
Thread: Action Items: Balance Feedback Required!3 Aug 2014, 13:23 PM
So you want snipers to be able to garrison vehicles again? I think that's very sad. It was one of the worst features of this game. To answer your question, they shouldn't because when they can, the play has the option to build almost exclusively one unit. One fun thing about CoH is that spamming comes with severe drawbacks usually. The drawbacks of spamming Maxims re not sever enough to stop people doing it and playing against Maxim spam is borrrrrrringgggg. Fun > "immersion". You'll be lucky to catch a maxim capping alone that doesn't have another maxim behind it. Check ImperialDanes Jellydonut shoutcast for an example. In: COH2 Balance |
Thread: 2 v 2 and pop cap3 Aug 2014, 12:36 PM
Hi, I agree US has a harder time of things after the early game. But still, early game they have an advantage. Perhaps there are ways to exploit the early game advantage to help late game. 1. Tank traps: After pushing off the Axis, start laying lines and lines of tank traps in such a way that enemy tanks will be forced to expose themselves to a flank. (build a second Rear Echelon) 2. Wire: Lay wire behind the tank traps so vehicles can't crush it. Set up defensive positions / sandbags behind these lines. (build a second Rear Echelon) 3. Get an early fuel cache. Early on Rifles will kill off more enemy MP than they will lose. Use this discrepancy to buy a cache or two. Save for Jacksons. 4. Jacksons: Bitch-slap tank snipers. Keep them way back behind your units. Your aim should be for them to not even take one hit. You don't need to flank with them to get to rear armour. Just sit back sniping. I recommend asking a friend to do a mock 1v1 with you so you can practice getting a feel for their range. They can hit without being hit back. So, if you've had 75% map control, you'll have a 25%+ fuel advantage + 33% default fuel advantage. You should be able to field almost 3 Jacksons for each KT even when it's 50-50. (260 OKW fuel = 350 regular fuel by default) With a large map advantage, you should be able to get 4. (in terms of fuel, not MP) About the pop-cap thing, I'm not sure what you mean. Could you explain? Axis units have very similar popcap to Ami units and Amis even have the ability to reduce the pop-cap of their vehicles, while just 1 Sturmpio squad is almost 10% of an OKW's P-cap. In: COH2 Balance |
Thread: Droppers, heres what im on about..........3 Aug 2014, 10:25 AM
Hey, Have you tried talking to your teammates more? Like, when things get bad and you feel they might drop, if you tell them your plan or tell them that the enemy is weak because A, B, C, they might stay longer. They've probably had a lot of experience losing after losing certain key units. They may feel that comebacks aren't possible. So if you reassure them and keep talking to them all game, asking them what they plan to do and telling them what they plan to do, you may find they are less likely to drop. In: COH2 Gameplay |
Thread: Faction Imbalance3 Aug 2014, 10:18 AM
This! +1000. It's the maps more than anything that spoil the game. Semoisky... Why Relic, why!? Why not Duclair??? Why give us a tiny choke point right outside our base, why!? A lot of the fun of CoH comes from sneaking into a great position (True sight really ads to the fun in coh2) then attacking behind support weapons for a good flank. Unfortunately, most of what I see now is a slug fest. Face to face hammering from the front. Not much opportunity to sneak around and get behind in a clever way. Either slug it out toe-to-toe blob v blob or camp and slug it out with indirect fire vs indirect fire. Only a few maps offer an opportunity for dynamic play. I really think that bigger, wider maps would reduce the impact some of the "OP" units have on the game and thus reduce that OP feeling. In: COH2 Balance |
Thread: Ostheer are broken2 Aug 2014, 22:24 PM
Well, tbh, I shouldn't be throwing stones out of my glass house... I'll get off my high horse. I'd say if you've tried to help him before and your help has been ignored, then just ignore them in future. I kinda think you're right. With time as he learns the game better, he'll see that these issues are not actually issues or not actually so bad. It's just there's already enough people like katitof, frikadelle... To OP: The best advice I can give you is to play the opposite armies. You'll learn a lot about the strengths and weaknesses of Ostheer when you see other players using them against you. Really, it's very useful! In: Lobby |
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Rewind 2v2: Bulgakov&Mr.Osa vs Sturm Pony & Sieg Pony m2by: Bulgakov map: Crossing in the Woods1-869
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Rewind 2v2: Bulgakov&Mr.Osa vs Sturm Pony & Sieg Pony m1by: Bulgakov map: Crossing in the Woods1-887
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