I'm going to miss katitof's posts...
On topic: Is there anything that a five-man squad would change that a change in spacing / USF mortars / slight HP buff wouldn't fix?
Recrewing weapon teams.
Edit: and their resilience to enemy snipers
Thread: Grenadier 4-man Squad: A thing of the past. 12 Sep 2016, 22:25 PM
I'm going to miss katitof's posts... Recrewing weapon teams. Edit: and their resilience to enemy snipers In: COH2 Balance |
Thread: It's Time to Put the Bugs and OP Stuff Back in the Game9 Sep 2016, 20:06 PM
This would be the ultimate show down. Scout car sniper combo was the best. I'm curious which faction would win I. The mod. I'm thinking machine gun Sherman's would be the kicker. Crush on t70 lol What about pre nerfed arty cover? In: Lobby |
Thread: Flame Weapons9 Sep 2016, 04:24 AM
Attack ground over shot blockers and they will starting running. I love the flamer Half-track. In: COH2 Gameplay |
Thread: Why Blobbing is so Prominent in Coh28 Sep 2016, 14:12 PM
I think biggest problem is all the yellow cover in the mid to late game caused by all the indirect fire combined with RA bonuses with vet. Makes it impossible for hmgs to even suppress squads much less pin them. I think yellow cover shouldn't be effective if the unit is moving through it. It would allow hmgs to keep infantry at a distance instead of letting them too up to then and wipe the gunner. In: COH2 Gameplay |
Thread: Grenadier 4-man Squad: A thing of the past. 7 Sep 2016, 21:27 PM
there are other ways to buff the grenadier's hp without giving them another squad member. +1 In: COH2 Balance |
Thread: Sturmpanzer 46 Sep 2016, 17:52 PM
The buff it got is very nice. It can shoot over walls and even some buildings making it really useful in that regard. It forces the enemy to get tank destroyers so if you get an elephant on top of the brummbar then they will cover each others weaknesses. If the enemy isn't buying tank destroyers then a better option is a panzer 4 and a pwerfer. The P4 has great AI and is decent vs mediums and the pwerfer will easily wipe any ATGs the enemy gets. If you can keep up the pressure with the p4 and force their ATgs to the front and decrew them with pwerfer itll really destroy the enemies offensive power since they have to constantly use their fresh troops to recrew the ATG. |
Thread: Infantry rebalance needed5 Sep 2016, 17:13 PM
Allied infantry are better than axis infantry at close range and medium range when upgraded. I'm ok with this. However, the axis are supposed to use support weapons to be able to counter allied infantry using hmgs. On top of great infantry the Allies also have extremely powerful ok indirect fire both early and late game (USFS mortar, 120 mm, mortar pit, calli, LM etc) which negates the effectiveness of hmgs by bleeding them AND MAKING YELLOW COVER EVERYWHERE. The craters made by all the indirect fire combined with the high RA bonuses of allied infantry combined with their high DPS allows allied infantry to effortlessly walk up to hmgs and wipe them even when supported. I wouldn't mind preventing yellow cover from giving its bonus -25℅ RA to units on the move. This will allow the hmgs to actually suppress (perhaps pin) the infantry then be able to relocate before the indirect fire hits them. It'll allow the axis to keep the allied infantry at long range with the use of combined arms without making hmgs over powered. If you're having problems with allied infantry in other scenarios I think it's mostly a l2p issue. What do you guys think? In: COH2 Balance |
Thread: Relic: Please hand over the balance to the community3 Sep 2016, 19:38 PM
long live the best RTS game there is In: COH2 Balance |
Thread: [2vs2] RIP Axis3 Sep 2016, 00:13 AM
+1 In: COH2 Balance |
Thread: [2vs2] RIP Axis2 Sep 2016, 21:24 PM
If you're including doctrinal units then most expensive medium is command panther In: COH2 Balance |