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Thread: All light vehicles have 400 hitpoints expect the T7020 Jun 2016, 04:24 AM
T70 is the stug of its class. In: COH2 Balance |
Thread: So uhm, how do you even counter this?19 Jun 2016, 20:37 PM
Counter battery getting nerfed, Bofors suppression getting nerfed, double mortars is the way to go. |
Thread: June 21st Balance update19 Jun 2016, 14:14 PM
Move the puma to T2. About time lulic. You should see t70 spam on a map like vaux farmlands followed by su76 spam. In: COH2 Balance |
Thread: June 21st Balance update19 Jun 2016, 14:12 PM
While mg42 is my go to for countering infantry, penals are gonna be a bit of a problem I think. They still get oorah and satchel. This spells dead mg42 imo. Unless you retreat right away which means your pak and mortar and a good chunk of your army have to retreat as well the penal changes just added one more reason for Ostheer to veto all city maps again. In: COH2 Balance |
Thread: vCoH Wehrmact units for Ostheer19 Jun 2016, 14:01 PM
High costs for everything? Like what? Vickers and..? Plus they're getting big buffs to their early game... let's be honest, Brits are the new OKW In: COH2 Gameplay |
Thread: vCoH Wehrmact units for Ostheer19 Jun 2016, 01:57 AM
Well the roles of the motor cycle and AI puma are supposed to be filled by the 222 but with the bugged coaxial mg it really only fills the motorcycle role. Also functions as a light AT unit. I'd love to see nebelwerfer as a call-in ffrom a cmdr. Some need to be adjusted. In: COH2 Gameplay |
Thread: June 21st Balance update18 Jun 2016, 23:52 PM
USFs are considered to have the strongest early game so im not sure why this is a bad thing. Brits are getting a pretty big buff to their early game was well. And guess what. At the beginning of the game, you can start building Infantry sections or Riflemen INSTANTLY. As Ostheer you have to build your tier structure first then start building grenadiers. Brits start with Infantry sections, Ostheer starts with pioneers. The only one you starts a bit slower than everyone else is USFs since they start with RETs and their Riflemen spawn from their main HQ. On the other hand, they have other benefits that aren't available to other factions like vehicle crews. The brits and USFs also don't have to retreat their engineers to build tech structures. In: COH2 Balance |
Thread: June 21st Balance update17 Jun 2016, 16:46 PM
Infantry and team weapon units coming from production buildings is the stupidest thing they did in this patch. Its gonna be bad for the Brits and Americans How does this directly nerf Brits and USFs? They spawn from their bases now too. It only slightly buffs soveits Ostheer and OKW. Ostheer and soviets have to retest their pios or CEs to build tier structures anyways. This is good compensation for that. OKW still have their volks Spios and now mg34s spawning from their main HQ so that also doesn't make a difference. Really don't see why you think this is a stupid change. In: COH2 Balance |
Thread: June 21st Balance update17 Jun 2016, 14:44 PM
Yeah, that gunner priority change completely baffles me, why not just remove the Death loop, like with MG42 and Vickers I somehow had the death loop happen to me with an mg42 as well. The three extra models were behind a building and the gunner beside. He got killed and I was suppressed. I retreated and the extra models kept crawling to the gun to try and pick it up and they all died while trying to retreat. This is a good change In: COH2 Balance |
Thread: June 21st Balance update17 Jun 2016, 06:42 AM
Love what they did with mg Gunners getting lowest priority unless specifically selected In: COH2 Balance |
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