I want this commander's artillery. Then I'll repeat all the arguments here about the Katyusha being fine and good.
https://www.youtube.com/watch?v=-IJyGcHSqbc
Just don't blob, bro, just dodge, it's fine.
Profile of Bulgakov
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Post History of Bulgakov
Thread: Comparison of Kat & Stuka after heavy usage31 Jul 2014, 20:51 PM
In: COH2 Balance |
Thread: Patch: July 31st31 Jul 2014, 17:30 PM
Hm, if that's true, that's not so good. It should have some killing power. What about vs tanks? Is it any use there now? In: COH2 Balance |
Thread: Patch: July 31st31 Jul 2014, 16:21 PM
"These changes will retain the Katyushaâs current lethality versus infantry, increase its performance versus vehicles" Retain letha... But... The super lethality is the problem! Why retain it? Yes, give Kat more damage vs tanks, yes yes! But give my infantry a chance to live! My issue wasn't so much with the truck loss - I could always just set up behind my original base. You can't set your whole army up behind your base, you have to go out into the field. But no. German players are to be punished for stepping foot out there. For the map is dark and full of terrors. "Katyusha lethality" Working as intended. In: COH2 Balance |
Thread: Comparison of Kat & Stuka after heavy usage31 Jul 2014, 15:42 PM
I agree it shouldn't be a super-hard structure that people can park anywhere and not worry about. But there are already ways to kil it that you didn't mention and so I'd like to suggest them. 1: Mortar / Mortar smoke + demo charge from several penals. This is very strong and your number one bet. Walk in without taking damage, drop the charges, run. 2: SU85 with sight ability 3: snipers have flares to sight for AT 4: Jackson The further in-field he parks his truck, the easier this will be for you. In: COH2 Balance |
Thread: Comparison of Kat & Stuka after heavy usage31 Jul 2014, 13:59 PM
Burts wrote: "What is wrong with Rockets damaging buildings!?!?!" Also, what is wrong a Tiger 88mm gun having 1500m effective range? None, I say. Because fuck balance. lol, nice reply The point, Burts, is not that it damages them but that it wipes them out quickly, with ease from a long way away. The answer quoted above points out that everying in the CoH2 world is reduced and softened to enable fun gameplay. If every tank could shoot clear acros the map, it wouldn't be as fun I'm sure. Remember Ele/ISU? So, they should do damage, yes, noone is saying they shouldn't. But they're saying that they should do less. In: COH2 Balance |
Thread: IS-2 Frontal Armor 31 Jul 2014, 13:48 PM
Katitof. A: Stop using sarcasm when talking to people. You sound like the Simpsons' Comic Book Guy. Just say it straight. "Bulgakov, I think you are wrong because A B C". The way you speak antagonises people. Even when disagreeing, it is possible to do it in a way that the other person can accept your opinion without a fight. What you do now is turn things into a zero-sum argument. B: I never said they used Propaganda to defeat tanks. How did you draw this conclusion...? C: My point was that Soviet documents may not be relied upon as totally objective depending on who was supposed to see those documents. In: COH2 Balance |
Thread: Increase the OKW T4 AA-gun efficiency on air targets31 Jul 2014, 11:58 AM
Hmmmm, I don't think it should do too much damage to planes. (OKW fan here) Otherwise any allied doctrine with planes becomes obsolete. It's already a nice free bonus to have a tier that can defend territory. I think it should do some damage but that if you want AA, you should have to pay for a dedicate separate unit. Agreed that Katyushas+ recon is evil but that's just because Katyushas are evil. I like these ideas: However, why not allow the OKW player to buy upgrades for the truck? He could choose between a HP/Armor upgrade, an AP upgrade (worse anti inf, can now 1v1 medium tanks) or an incendiary ammo upgrade (worse anti tank, better anti inf, maybe slightly better anti air). In: COH2 Balance |
Thread: Decrease please the Anti Air efficiency of OKW..31 Jul 2014, 11:55 AM
Hello Guys, You made a good point about lend-lease fuel. Does anyone know, is it posible to drop it in a place so it takes a different path away from the OKW truck? Or is it just imposible? BUT: Why German Artillery can be used in Enemy's Territory and Allied Artillery only in sightable Doctrine? That's not true. Soviet and American artillery can also be dropped on enemy territory and bases. The only artillery that can be dropped without LoS is OKW's breakthrough artillery. And why Russians had NO NO NO Artillery Strike?? Soviets have the most and the best artillery pieces in the game. Check your doctrines. They also have bombing runs, which can destroy the heaviest German tanks. I should say that "balance" doesn't mean both armies have identical units. It means That for every strength, there is a weakness. * Mg42 is the strongest and has the highest radius and can bring down light vehicles? A Maxim will beat an MG42 in a fight. A maxim has a quicker set-up/pack-up time. A Maxim has 6-men crew, not 4. It is harder to handle with a sniper. So yes, it has a smaler cone but it has more power and is harder to flank. * German infantry very strong and with very good technology? (Stg44, infrared, and and and) Soviets have the second strongest infantry in the game - shock troopers. Only Obersoldaten can be considered better and even they can be beaten by shocks with use of smoke and grenades. Honestly, I think if you try to play 20 games as the Germans, you will see some of the strengths of the Allied forces and some new weaknesses of the Germans. Balance is quite good right now. But it will always seem imbalanced if you play an imbalanced number of games with one side. In: COH2 Balance |
Thread: Comparison of Kat & Stuka after heavy usage31 Jul 2014, 10:48 AM
I don't think there is any reason belabouring the point much more - Katyushas and Stukas might be OP, but they are certainly overperforming in their current role compared to the werfer. Agreed, camping with T4 flak right in the middle of the map should be punishable. Can we think of another way to punish it that won't also horribly punish everything else except tanks? OKW players also shouldn't be punished for putting their forward HQ just outside their base. Katyushas can reach so damn far and wipe-wipe-wipe. Cooldown is so fast, by the time you make it back to the field, you have to retreat again. And please note - with Stuka, you can dodge to the side, not retreat. With Katyusha, you cannot dodge because the attack area is a huge circle. You retreat or die. And often retreat AND die anyway :/ What I'd like to see: 1 - considerable damage decrease for both units 2 - cooldown to be the same for both units. Over a minute. 3 - damage modifier vs ambient buildings for katyusha rockets. In: COH2 Balance |
Thread: ISU-15231 Jul 2014, 10:41 AM
ISU-152 is in team games (3v3/4v4) the unit that gives us the most trouble. Infantry becomes completely pointless while the ISU-152 stays on the battlefield, and if the ISU-152 is supported by Anti-Tank guns or team mate tanks, it is nearly impossible to just go and flank it with tanks (some maps don't even allow proper flanking). Since it also has a lot of health and good armor from the front, you cannot destroy it quickly. This. All this. Take away its squad-wipe power and then either its anti-inf pwning or its anti-tank penetration/damage. After this reduce the MP cost to reflect its new lower performance. Voila, fun returns to CoH. Oh and change the maps so flanking is more feasible. And change soviet mines so they're either more expensive (to reflect the double ability of giving engine damage and high inf damage) or only perform one role (like the whermacht 2 types of mines. 30 munis for a mine that does everything is wrong. In: COH2 Balance |
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