Because...USF can't have easy access to toys like Axis.
And ost can't have easy access to light tanks like everyone else
Thread: American Mortar - what happened23 Jan 2016, 00:17 AM
Because...USF can't have easy access to toys like Axis. And ost can't have easy access to light tanks like everyone else In: COH2 Gameplay |
Thread: Calliope commander every single game22 Jan 2016, 18:28 PM
ATGs and RF nades don't Peirce the FRONT of the panther. It does Peirce the sides and rear tho. If he's going in for your calliope, he'll have to drive past you and expose his sides and rear which is the perfect chances to snare him. I agree with Australian magic. ATG+RF stops panther. The only tanks it doesn't stop are tiger and KT but they're so slow you won't have a problem keeping your calliope away from them. In: COH2 Gameplay |
Thread: Interesting Results from 4v4AT Round 121 Jan 2016, 02:07 AM
IMHO, axis is easier to team carry in 4v4s (aka a player can make bigger impact by himslef) than allies. The majority of 4v4s out there are randoms with mybe a few buddies fighting together. Allies are stronger together than axis are together. Axis in 4v4 are safe to play passively and draw out into late game whereas the allies have to be focused on working together to shut down the axis fast before superior teching and vetting kicks in. In: COH2 Balance |
Thread: Should Relic take a look at artillery next patch?20 Jan 2016, 19:45 PM
I hate brace with a passion, just throwing it out there because the problem is in desperate need of a solution. Maybe a different, less cancerous variant of brace that only protects against indirect damage with 3 minute cooldown and and you can't fire during the cooldown? Still wouldn't want brace on any artillery weapons. They have to fight to get to your artillery gun and either A. kill it (not just decrew) with tanks or B. bomb it with off map artillery of which for ost is stuka strike or Railway and OKW some very expensive off maps which is hard enough to achieve. Give it brace and its like having an invincible mortar or mg that can damage enemies without being destroyed. Priest and calliope are way harder to kill than static artillery guns due to mobility armor and HP but they also cost a fair bit of fuel as opposed to just manpower. Priest IMO is balanced. Good vs static targets (namely OKW trucks and pak43s) and great survivability. Calliope, while being more expensive pays for itself without even seeing an enemy. Thats not OK IMO. Artillery should be a SUPPORTING part of COH2 imo. Artillery is LAZY, ANNOYING and FRUSTRATING to deal with, and makes discourages proper assaults and strategies. I remember COH1 games where over half the game was about dodging enemy artillery pieces while trying to build up a strong enough force to defeat them. I do NOT want that again. I don't think any competitive players or relic want that either. Thats my opinion though. At the end of the day whatever makes relic more money will likely be the direction COH2 drifts to. In: COH2 Gameplay |
Thread: Calliope commander every single game20 Jan 2016, 15:01 PM
I agree. The game I explained above was the result of 2 very powerful doctrine units and abilities. In: COH2 Gameplay |
Thread: Should Relic take a look at artillery next patch?20 Jan 2016, 14:51 PM
Every time I see a static artillery thread I post the same thing. Good ideas but you just can't give a backline unit brace. The enemy has to go deep to even see it and they can't stick around to wait for it to unbrace. Other ideas are good. Also remember that there are some maps where getting LOS on the artillery weapon is nearly impossible. With out stuka bomb strike it would be impossible. I don't like the idea of making artillery more durable. Katty and pwerfer are at least balance IN TERMS OF THERE SURVIVABILITY. In: COH2 Gameplay |
Thread: Calliope commander every single game20 Jan 2016, 02:22 AM
There's another thread talking about Pwerfer. This thread is called CALLIOPE COMMANDER EVERY GAME. I agree that axis can more or less weaken the enemy thats trying to kill your pwerfer. Difference is, calliope does more damage and more importantly is invincible in comparison. Last night i was playing a game where my ally had 5..... FIVE Calliopes (their should be a cap) and the enemy DID rush it with 3 panthers and a jagdtiger supporting them. They took out 2 of the retreating Calliopes and lost all three vetted panthers. About 10 minutes later in the game I used Artillery cover , drove past all their defenses with ONE coment tank, and took out 3 vet 3 pwerfers which i ended up chasing all the way to their base while being chased by their tanks (Comet out-drove them). Hopefully this brings to perspective the difference between lethal+fragile Artillery platforms and lethal+Durable ones. In: COH2 Gameplay |
Thread: Sdfksz 222 Revamp20 Jan 2016, 01:49 AM
The main issue here isn't how good or bad the 222 is necessarily. Its the fact that UNLIKE EVERY OTHER FACTION, ost has no light tanks at all. T70, Stuart, AEC, Luchs, ost has none of these. Miragefla is proposing we give ostheer that in the form of a In: COH2 Balance |
Thread: Calliope commander every single game20 Jan 2016, 01:30 AM
Good thing you don't have to send in tanks to kill it. Just bomb it with your calliope! Wipe a few defensive mines while your at it! In: COH2 Gameplay |
Thread: Supply drop zone is "problematic" in 3v3 and 4v419 Jan 2016, 23:34 PM
I wouldn't say the German supply drop is over powered at all. The soviet one needs a buff imo. You could always make a cache instead. Fuel caches boost +3 fuel/minute *16 minutes does the same thing while denying the capture of a point. The crates can be captured if the player isn't careful. I usually only use it for munitions personally and munitions points are typically in the middle of the map and highly contested. Also, 200 mp for the drop means 200mp worth less of units to defend the drop zone. This issue becomes rather negiligble in large game modes. In: COH2 Balance |
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