Profile of PanzerGeneralForever
Post History of PanzerGeneralForever
Thread: GG Redesign/Rebalance Mod17 Sep 2016, 15:39 PM
I dislike what you did with snipers and tank shells. Brummbarr can only kill 2 at a time? What about tiger? They aren't in the meta and now they never will be. They were really good against blobs and now they can only dmg 2 models in each shot? In: COH2 Gameplay |
Thread: Remove yellow cover bonuses from MOVING infantry17 Sep 2016, 05:38 AM
The HMG gets killed by infantry even if it does suppress them. I agree it would make lmgs more potent but thats a different issue that can be solved by limiting lmgs from racks to 1 per squad. In: COH2 Gameplay |
Thread: Remove yellow cover bonuses from MOVING infantry17 Sep 2016, 01:49 AM
This would ruin close range infantry in 1v1. Please no. Clever/good use of cover is the sign of a good player and close quarters infantry are already at a major disadvantage, most especially in the late game. You call walking up to an mg and gunning it down through a sea of player made yellow cover crates "clever"? I find the late game craters just makes long range infantry and hmgs fair less useful since the CQs infantry basically have a shield when walking up to them. Think about how much easier it would be to chase down that sniper since it no longer takes less RA while walking through all the craters? In: COH2 Gameplay |
Thread: Remove yellow cover bonuses from MOVING infantry17 Sep 2016, 01:43 AM
This is what I'm trying to get at. The craters... In: COH2 Gameplay |
Thread: Tank Destroyer Time to Kill stats17 Sep 2016, 00:10 AM
Well panther sure looks weak in terms of DPS. And that's assuming he's stationary too. He misses all the time when moving... In: COH2 Gameplay |
Thread: AVRE vs Sturmtiger15 Sep 2016, 21:43 PM
The turret needs to be fixed. Agreed. However, you can still aim behind the weapon team to anticipate their relocating. In: COH2 Gameplay |
Thread: What's left to fix to have a fairly balanced game? 15 Sep 2016, 21:41 PM
Ah I misunderstood you. I thought you wanted to take away any grenade animation so that as soon as you click the ability the guy throws/fires the nade. In: COH2 Balance |
Thread: What's left to fix to have a fairly balanced game? 15 Sep 2016, 21:17 PM
I would still like to see grenade response timings fixed. Ordering a unit to throw a grenade often comes with a delay, the action should be instant. The same is true of issuing orders to mortars which often sit for quite some time after an order is given. Units should feel responsive, not like they are stuck in the mud. We need time delay between grenades otherwise unit preservation would be way harder and units with nades would be evemore deadly. Aside from grenade throwing I agree about faster unit responsiveness, especially for mortars. In: COH2 Balance |
Thread: AVRE vs Sturmtiger15 Sep 2016, 21:13 PM
Weapon teams. In: COH2 Gameplay |
Thread: AVRE vs Sturmtiger15 Sep 2016, 04:13 AM
AVRE shares the highest HP of any tank, auto reload, isnt easily abandoned and taken, and has faster reload than the ST. Also it can shoot over shot blockers. Also costs less fuel In: COH2 Gameplay |
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