Yeah, War Spoils is basically a drop system for post-game rewards.
You can get temporary commanders,
You can get permanent commanders (although this is supposed to be very rare),
You can get bulletins,
You can get skins,
you can get faceplates,
you can get new items called victory strikes,
Such is my understanding for now.
Profile of Corp.Shephard
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Broadcast: https://www.twitch.tv/corpshep
Residence: United States
Nationality: United States
Timezone: America/New_York
Broadcast: https://www.twitch.tv/corpshep
Residence: United States
Nationality: United States
Timezone: America/New_York
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Post History of Corp.Shephard
Thread: Whats up with War Spoils?23 Jun 2014, 18:44 PM
In: Lobby |
Thread: Ostheer Sniper (1v1), Large Post21 May 2014, 02:57 AM
Let's keep this thread on topic. This thread is about the Ostheer Sniper and its viability. If you have some good points about the Soviet Scout Sniper squad then make a separate thread. People seem to be equating "nerfing soviet sniper" to be somehow buffing the Ostheer Sniper. @Brian seemes to be talking about the viability of the Ostheer Sniper as a whole and not just as a dedicated anti-sniping unit. I agree with the original post. Ostheer Sniper does need something. I don't think it is earlier access to Incendiary Rounds (vet1 ability). This ability is... only okay. It is expensive to use and probably prohibitively expensive to use right away. If you are going against Tier 1 you often need to save munitions for dual panzerfausts very early on. This attack does not even kill Soviet Sniper squads with any reliablity. It is good against charging infantry but the Ostheer sniper has to do a full reload animation before he uses it so it actually can make him more vulnerable depending on circumstance. More options are always nice but I feel a different buff would be more beneficial. Hell. You could give him multiple buffs even. I would rather see Cruzz's suggestion in his fantasy patch to increase the health of the German Sniper to 56 or 60 or whatever. A little extra small arms fire soak potential. I also think that DanielD's idea of lengthening the "cloaked between cover" could be a good direction for the buff. I'm a little dubious. The duration of the stealth between cover is already fairly generous. Entering stealth when entering cover can be frustratingly inconsistent although that much is true for both snipers. In: COH2 Balance |
Thread: Maxim - Enough said19 May 2014, 23:05 PM
@Bulgakov You know if something is actually over powered arguing based on rank is meaningless, right? An overpowered strategy will inflate their rank. Anyways, I don't really think Maxim Spam is good enough to necessitate changes. Luvnest seemed like he was taken aback by the extreme nature of the enemy's strategy. He responded appropriately to maxims (building a Sniper early), but did not follow through with an additional sniper after he saw the depths of the opponent's commitment to Maxim spam. There's no way that the opponent could have realistically held the cutoff outside of his base for so long against two snipers. Even one sniper was a huge threat. Having his cutoff would have bolstered his resources and he could have gotten new counters in Tier 2. I think that the Mortar Halftrack was a bit of a mistake too. As people have said mortars seem to struggle against this sort of raw Maxim play. I think that Luvnest would have been better served with a 222 Scout Car and a Halftrack which costs 45 fuel (roughly the same). Pair the 222 Scout Car up with a pioneer squad with mine sweepers and send them off to the fringes of the map to capture less traveled territories. For Langskaya this basically means the west. The 222 inflicts devastating damage to Maxims at close range. There's a natural worry with mines but that's why the capping unit that travels with the 222 SC is the trusty pioneer with sweepers. The mine detection radius is fairly large so you can at least be sure that your path to the maxim is safe. I mean, you can see it in this game! He uses the Scout car to help push maxims out of the west and then sweeps in to support his own forces. The mortar halftrack delayed this action and probably hurt him. The 251 Halftrack is there to secure dropped maxims. Maxims are good as we can see! With two snipers and a 222 you can chase and kill Maxims early. Dropped maxims are usually a pain to recrew but the Halftrack helps with this. Once you have a Maxim it can be used to further solidify the line from which your Snipers operate. As others have suggested you can also use this for a point blank dropoff flank but this action is probably needlessly risky as it leaves your Snipers vulnerable and you could hit a mine. Options are always nice though. The enemy has access to their ZiS guns to help deal with T2 armor but Snipers are pretty good at disrupting these too. Just keep them a little back and let your Grens screen. When you're facing flat out maxim spam like this you need to realize that the enemy's throwing away a long term advantage for a short one. Maxims are utterly useless against armor unlike other basic units. They have no AT grenade. They have nothing. In the later stages of the game they will suffer as the battlefield changes. The biggest question is if the early game advantage is enough to counteract this. If Maxim spam is re-surging then people will learn the tell-tale signs and being using appropriate counters like Snipers. In: COH2 Balance |
Thread: This patch killed Katyusha and Werfer13 May 2014, 09:32 AM
Both Rocket Artillery units could use an improvement. The Panzerwerfer is probably the worst off right now. It's a matter of opportunity cost really. Tier 4 for Germans is very expensive to advance to and additionally the units out of it are bad this patch. Bumbar remains terrible and the Panther, while still good, is a little too expensive. The Panzerwerfer is still okay but is easily countered by an M5 Halftrack. You can kill Maxims and AT guns fairly well with a (dangerous) close range barrage using the Panzerwerfer but with the 90 second cooldown it is very easy to get those guns back up and running quickly. The fact that you have pushed to Tier 4 hurts your ability to fight the enemy head on so they can now reinforce and pressure your Panzerwerfer before it can inflict significant damage. The attrition this unit generates is poor. It is quite rough! The Katyusha is better off because Tier 4 for Soviets is still strong. With the right timing an SU-76 can be a handy unit to have and the SU-85 is exceptional at what it does. It's nerf was also smaller but I swear that the newest AoE profile for the Katyusha has made it much much worse. The Katyusha also performs okay with close range barrages but it is less maneuverable so there is far greater danger to moving in close. It is better off because it fires more often. German artillery is wretched this patch. Soviet artillery is also wretched but this is masked by the completely overpowered ISU-152 which serves the same purpose at similar ranges. The current meta is also very punishing for these two vehicles. Team game meta is basically a showdown between the two super ranged units: ISU-152 and Elefant. Neither rocket artillery unit helps unseat these and both of them die instantly to a single shot from either super unit. This makes it so you have to use your rocket artillery from behind line of sight blocking terrain which makes close range barrages impossible or too risky. Artillery is intrinsically difficult to balance as it inflicts causalities without really expending resources from the bombardier. Right now though I think they're just too difficult to make cost efficient. In: COH2 Balance |
Thread: How Does One Counter Maxim Spam?12 May 2014, 06:06 AM
I will echo the Sniper suggestion. Particularly for Crossing the Woods. The water naturally harms the ability for foes to make offensive actions at the sniper and it can pick Maxims apart with impunity. There was once a golden rule in CoH1: If you saw Weapons Support Center (American Tier 2), you produce a sniper ASAP. Much the same logic can be applied to dealing with Soviet Tier 2. Mortar Halftrack is quite good but you may be the Elefant player for your side. |
Thread: adding character&customization4 May 2014, 18:00 PM
Relic is a small company and shouldn't put the resources and time into making a tiny little MMO commander creator. The Company of Heroes: Online commander was completely useless. I'm not sure it had any outward facing functionality at all. Only the user saw their own creation. It felt like it had been added because "well it's like an MMO and they all have this feature!". How would it be utilized in CoH2? You create your little commander dude and everyone sees him once at the loading screen and he's gone? Does he stand next to the HQ building like the commissars from single player? Or do you see him at the victory screen triumphantly rodeoing a bear? ... actually that last one sound alright. I digress though! It's pretty much a waste of resources. In: COH2 Gameplay |
Thread: Guards PTRS-41 AT Rifle2 May 2014, 16:44 PM
Indeed. I had a game last night where I had a Guards squad covering a Sniper squad. Remembering my woes from the OP I had upgraded them with buttoning fire. The moment the Scout Car rushed past me and was in at close range I popped the buttoning fire on the 222. "Here, at 5 meters range, surely the Guards will do their job and save my Sniper...", I hoped as I tried to keep the Grenadiers at bay. NOPE. They didn't fire the PTRS once. I don't even think that an Ready Aim time reduction would have helped me there as the PTRS dudes were just standing there idle as far as I could tell. I believe that if you get Buttoned with a 222 at close range the 222 should die. In: COH2 Balance |
Thread: Guards PTRS-41 AT Rifle2 May 2014, 05:32 AM
Disagree. The Guards + Sniper combo already makes it very, very hard to kill the Sniper with a 222, which is supposed to be its counter. Snipers are quite powerful right now but I'd like to see some additional counters pop up to deal with them. I think that the fault may lie with Snipers more than Guards there. Consider that the past two patches have considerably increased the lethality of all weapons at nearly all ranges. Tanks are better than ever at killing squads. Infantry now have a selection of high long range damage weapons. Grenades have become very strong. These things are bad for the slow aiming PTRS because fights are over quicker. They are also things that indirectly weaken Button Vehicle. The squad cannot move or defend itself while buttoning: it just sits there and fires away. A well placed rifle grenade or bundled grenade will cause the buttoning to end very quickly. Few other abilities need to be "channeled" in order to be effective. In: COH2 Balance |
Thread: Guards PTRS-41 AT Rifle1 May 2014, 22:15 PM
1. Is a heavy Anti Tank Rifle, not a bazooka... My suggestion is to reduce it from taking eight times as long as a Panzerschrek to fire it's first shot to five times as long as a Panzerschrek. I doubt that the Panzerschrek is as light as you're suggesting. I want the weapon to feel better to use. I want to be able to threaten enemy light vehicles consistently with Guards. It will still have the longest Aim Ready time as far as I am aware. Now if cover actually let me fire the PTRS when I see a vehicle then I would be fine with that. However, it does not and I do not need a static AT option from my guards. A completely static AT weapon already exists: The ZiS AT gun. I am 90% sure that it currently takes longer for a PTRS to start opening up on a target than a Maxim that is not even set up. It's possible that a ZiS AT Gun can be plopped down and fired faster. The PTRS is goddamn slow. In: COH2 Balance |
Thread: Guards PTRS-41 AT Rifle1 May 2014, 21:03 PM
A sustained source of infantry AT damage for the Soviets is pretty much their AT gun. I do enjoy asymmetric design in Company of Heroes for the most part. I don't really want to see a PTRS that rivals the Panzerschrek. I haven't done the math but I would guess that from a purely DPS point of view the PTRS actually performs admirably to the schreck. In: COH2 Balance |
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OKW vs Soviet: Luftwaffe Ground Forces Build Replayby: Corp.Shephard map: Faymonville Approach1-911
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