Yeah Pgrens USED TO BE epic game winners. I hated them every tme I played sovs in 2013. Now they're so weak they're not worth the build.
Increase in cost is no issue if they can play a specific role other than delivery boys for shreks to the soviets.
Profile of Bulgakov
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Post History of Bulgakov
Thread: Honest opinions about Balance - Soviet adv17 May 2014, 23:44 PM
In: COH2 Balance |
Thread: Map Balance17 May 2014, 23:34 PM
Thanks for bringing this up, Daniel. I think most of us agree that there are a number of things that could be addressed as far as map balance goes. + 9001 In: COH2 Balance |
Thread: Relic: "Every battle tells a story"17 May 2014, 23:31 PM
I dunno,,, I don't like Soviets or Shermans but here the Tiger exposed its rear armour to a sherman... Fair kill imo. In: COH2 Gameplay |
Thread: Give me a reason why KV8 is OP?16 May 2014, 18:11 PM
The point was the speed it killed. Supporting units wouldn't have had time to kill it. And if the grens should have 2 paks nearby, then the KV should also have had 2 extra units nearby too. In which case it definitely escapes but the grens die anyway. The punishment for capping with unsupported troops should be - you have to retreat or die - and then you lose field presence. Good punishment. It shouldn't be - UNSUPPORTED!? THEN YOU DIE! - In: COH2 Balance |
Thread: retreat modifiers16 May 2014, 18:04 PM
Sure. Tone that down too. In: COH2 Gameplay |
Thread: Map Balance16 May 2014, 18:02 PM
I think south rails and metal is bad. That house makes that fuel very easy to attack (LOS, cover, etc) and there is cover from the trench and tank wrecks. The top fuel is an open field, the trench isn't so near the fuel and easier to defend with wire+MGs. the North hate the south. Anyone else find this? In: COH2 Balance |
Thread: retreat modifiers16 May 2014, 17:56 PM
I agree about KV's low maneuverability and about German HT. I don't like that thing speeding around chasing down retreating squads either. I think the benefit of flame vehicles should be to have a long-range durable flamer for clearing out buildings/cover or punishing blobbing. To also give it squad-wipe powers is giving it too much. About the KV8 - Yes, it's slow but in the example we saw that it didn't need much time to destroy the squad. and doctrinal or not - if a unit is too squad-wipey, it should be toned down. I'm not asking for super-low damage, I'm just saying that the ability to ignore cover with a splash damage weapon is already a great ability. I don't see why it needs such damage output too. (Imagine a Nazi super-science laser tank which kills any unit in 2/3 seconds regardless how quickly they retreat - would you say it is a good unit?) In: COH2 Gameplay |
Thread: Poor MG42 vs Rich MaxPin!16 May 2014, 14:09 PM
Oha, German player needs to micro? Better nurf sovs!!! Dis unit must be OP if I can't run straight into it with ma terminatorz Pgren - Squad! Suddenly I have to use Combined Arms like da sovs, I wunt to roflstump evrything with mah well balanced Tanks!! Only sovs have to micro hard, otherwhise my 10$ 1337-keyboard would hurt mah fingaz!! This is your post in thread "What the .... is up with the germans ?" "But I don't get why I should destroy my fingers trying in keeping up with 1000 APM just to stay alive!" If you don't like being forced to do 1000cpm, why do you feel other players should? In: COH2 Balance |
Thread: Poor MG42 vs Rich MaxPin!16 May 2014, 13:56 PM
Oha, German player needs to micro? Better nurf sovs!!! Dis unit must be OP if I can't run straight into it with ma terminatorz Pgren - Squad! Suddenly I have to use Combined Arms like da sovs, I wunt to roflstump evrything with mah well balanced Tanks!! Only sovs have to micro hard, otherwhise my 10$ 1337-keyboard would hurt mah fingaz!! The point is not that a player has to micro. It's that one army requires considerably more micro than the other. I think since no-one is spamming mg42s while a lot of players are spamming Maxims, we can conclude that the Maxim has a considerable advantage over the MG42. If there was an OP issue with the MG42, I'd be calling for that to be nerfed too. The power of MGs should be offset by low maneuverability, limited cone of fire, set-up time, etc. The maxim has a very limited cone of fire but a rapid set-up time. Effectively it can fire in any direction 360 degrees within the same time it takes for the MG42 to swivel from one side of its 160 degree cone to the other. MG42: benefits: suppression large cone Downsides: low damage very slow set-up time slow swivel time small squad - sniperable Maxim: benefits: suppression good damage fast set-up less sniperable downsides: Very narrow cone The fast set-up time negates the effect of having a narrow cone. Effectively the Maxim is all + no -. In: COH2 Balance |
Thread: Poor MG42 vs Rich MaxPin!16 May 2014, 10:48 AM
Maybe some old hands know better, but I think the vCOH MG42 performed better against blobs because of the way suppression worked...It had a much larger area of effect, so you couldn't easily run a blob at an MG42 no matter how many units you have. Units far away from the unit targeted but still in the arc might escape suppression but it was still a far larger area than in COH2. +1! And to the member who said "A-move with Maxim MG" is a valid strat" - Please say who validated the use of a defensive suppressing weapon as a stand-alone offensive weapon. There is supposed to be a trade-off. Magic suppresion powers are given but versatility should be removed. Suppression is a very powerful tool, it shouldn't be so fast and simple to spin an MG around. In: COH2 Balance |
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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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