Why?
Because penals got the nurf bat?
Or were you a big fan of the other changes?
Some of the other changes, also just the fact that no new changes to other units could be added. I particularly liked the wasp changes.
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Thread: Relic Winter Balance Preview v1.6 Update23 Jan 2017, 04:22 AM
Some of the other changes, also just the fact that no new changes to other units could be added. I particularly liked the wasp changes. In: COH2 Gameplay |
Thread: A_E's List of 1v1 Tournaments20 Jan 2017, 22:40 PM
Cool! In: Events Central |
Thread: Relic Winter Balance Preview v1.6 Update20 Jan 2017, 20:19 PM
After seeing 1.6 changes I go from mildly interested in this game again with what this patch brings to not really interested much at all... In: COH2 Gameplay |
Thread: Relic Winter Balance Preview v1.4 Update10 Jan 2017, 15:44 PM
you said earlier you might be doing a brit pass in a future verison of the mod, if so I would suggest allowing the mortars in the mortor pit to be un garraisonable from the pit. currently the pit is to easily countered by other mortars that can move and this way you don't buff the pit to being too strong. you could then have it that they lose range when they do this back to 80. thus in pit they have more range. with garrison more range and increased fire. out of pit less range. In: COH2 Gameplay |
Thread: Relic Winter Balance Preview v1.4 Update6 Jan 2017, 23:04 PM
seems odd that a patch about with light vehicle focus can't give brits some form of at nade. There is like no good reason for them to not have one, other than making them "different". As well as not addressing the valentine or greyhound which currently are useless and have no place in the game at all... In: COH2 Gameplay |
Thread: Winter Balance Preview5 Dec 2016, 18:29 PM
when I did play... I was top 100 and for some factions top 50 at various times in 1v1 and #1 in 2v2 for axis and allies when I played those... played plenty of tourneys and got a bunch of top 16 finishes as well as a few second place finishes as well as winning a 2v2 tourney. Oh ya I was also on some of relic's older community balance groups, so I know a thing or too about what I am talking about and my first post was with testing, not just reading notes and commenting. One of the reasons I don't play anymore is because I like okw, but their garrison control abilities makes them unplayable on maps with lots of garrisons unless you just med truck camp and grind it out in long games, and I don't like playing a game where the other player can just maxim spam you to victory and there is little you can do about it. I loaded up the mod and tested the 251 flak ht vs a single maxim. The maxim would bring the 251 flak low enough that a good player would have had to retreat it before the 251 flak could clear the garrison of the maxim, this took place of the course of minutes. If it was a real live game the soviets player would have had ample time to bring up an at gun and/or light vehicle and either kill or scare off the 251. Tested the luchs as well, it ended up killing the wooden buildings and took about 1 and a half plus minutes at that before it dislodged the maxim, this is plenty of time for an at gun or stronger light vehicle to come and deal with it and scare it off. nonwooden buildings remain a real problem for okw. Perhaps is this balanced out by their still insane vet 5 units? I will let someone else be the judge on that... Easier access to healing crates from strum pios is nice either way. Personally I would of liked lower experince gates, since sturm pios have some nice vet but have some of the highest gates on infantry in the game, but that could cause some problems if they level up too fast I guess, and it is just nice having healing no matter the vet in any case either way. In: News |
Thread: Winter Balance Preview30 Nov 2016, 19:48 PM
The changes to the 251 flak and the luchs don't really help okw anti-building capabilities at all. Especially the 251 flak which will still have problems with mgs in buildings they are better but not in any noticeable way, that is easily discernible in-game. Okw anti-building in general continues to be a problem... In: News |
Thread: RtN.Alexander vs SturmTigerFrost6 Mar 2016, 18:56 PM
Was a good game In: Replays |
Thread: tPI2 sign up thread11 Dec 2015, 16:25 PM
Found out I got other things already planned for this time. In: Events Central |
Thread: CieZ's State of CoH 2 - November 1, 20153 Nov 2015, 16:06 PM
edit: The following post has been edited to showcase that the following poster is biased to the most strategically OP things that take the least amount of control to use, but that aren't so blatantly OP that relic will nerf them next patch, the poster is kinda hipster in that way. Brace yourselves, this is going to be a long post. I completely disagree. hand held flamers a fine atm, one could argue about riflemen flamers as many have alreadly done, but in general flamers are fine. (personally don't fine rifle company OP but I'm not like everyone else I play my own style. only time I have seen rifle company be really strong is when backed up by pack howi suppressing everything and that was last patch, so in general I think it is fine.) won;t mind if they where changed to re's though Flame tanks SHOULD counter paks, in my option they should be a "you no have armor I kill you for this oversight" units. If your spamming at guns and have no tank a flame tank should be able to counter you. The way vehicle flamers is atm is pretty balanced, you can't say the wasp is UP and then complain about vehicle flamers, honestly it feels like half this post is just stuff from last patch. The isg and pack howi are one thing, haven't played enough vs them or with with them to know if they are "OP". I find isg and pack howi's being "OP" is more map dependent then anything smaller more confined maps they are really good on whereas more wider maps they aren't very good, and may just be a waste of mp in some cases. not a fan of your mortar idea at all, I find mortars other then the isg and pack howi (haven't played enough vs or with to say where they are atm) kinda weak atm as is. Weapon upgreades idea is just LOL. If I lose at max range in green cover smoothing out the curve for smgs doesn't change anything, just the speed and damage I do to the other sqaud. If I want to win the fight I still have to close in. smgs are generally balnced atm so that then can go up to lmg units in cover and win in most cases (ppsh cons included) the problem with units like ppsh cons is you are forced to make a choice atm to attack or retreat, whereas lmgs just have to get out after the smg closes, unless they can win. In general though I find the way most weapons work atm to be fine. The planes idea really? I mean really?? Your control bais is showing... ( <-- this sadly lacks the personal touch of the spoken word Personally I find people wanting to add control to something cause it adds more "skill" to be really stupid. OH look I'm better at using a keyboard and mouse then someone, I should be able to win just because of that, is stupid. As long as people have to make a strategic decision in how and when to use something I'm fine with it, as long as there is some form of counter play. As they work now these abilites do have counter play, they create no go zones and the other player has to leave the area. if you leave the area, the planes do nothing but remove you from the area. adding some sort of skill shot requires them to be completely redesigned to be cheaper and have one pass, which means your likely gonna see more of them. Atm none of the abilities is super OP so I think we are ok. The game gives players like you plenty of tools to use your better control to gain advantages. Having direct control over how a plane attacks is just adding more barriers that don't need to exist. One can argue about how strong or weak a certain plane attack is, but needing to add a control check to it is just unnecessary. The way they are now is fine, it takes a certain about of skill to know when to use them and when not to, and most of them cost quite a lot of muni. Haven't seen a game where skill planes where the deciding factor in the game, certainly not like some old patches when that was the case. The AA in this game could be a better then it is now, but honestly finding a balance that makes it good enough to counter planes but at the same time not just be a "I counter all planes" (making some commanders completely useless vs aa) thing is super tricky and probably impossible to get right especially when you take team games into mind. Your last point I'll give you that one, nothing wrong with this leaving the game, since plenty of times games get decided because of a decrewed vehicle being remaned. This too was written in haste and is no doubt littered in mistakes. Love ya brother In: COH2 Gameplay |
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