Lol jellydonut comes out and admitts hiis opening is op and idiots like katitof come in and tries to tell jelly himself maxim is not op. Hahhahagagagaga. What a fucking idiot. That is hilarious
It's not OP, just stop. Thx.
Thread: Maxim - Enough said22 May 2014, 02:24 AM
Lol jellydonut comes out and admitts hiis opening is op and idiots like katitof come in and tries to tell jelly himself maxim is not op. Hahhahagagagaga. What a fucking idiot. That is hilarious It's not OP, just stop. Thx. In: COH2 Balance |
Thread: Maxim - Enough said21 May 2014, 14:22 PM
Yes it can be difficult to get AT nades off on cars - but the threat is still denying them a lot of mobility/freedom. Plus if you're in green cover or a building with a Con squad the 222 won't do much damage to you at all. The threat of AT nades also deters 222 flanks on your weapon teams. If you spam 6 maxims the 221s/222s can wipe you all day with no real fear of dying - sure they might eat one ZiS shot, but then they just go repair. It really isn't that difficult to see why not having Conscripts around is a bad thing. (Of course this only applies to 1v1 since in team games your ally can get Cons or Guard M3 - and mines tend to be more difficult to sweep in team games. In: COH2 Balance |
Thread: Maxim - Enough said21 May 2014, 01:22 AM
The only area of effect weapons (maybe easier to think of as explosions) that won't instantly kill infantry models (weapon crews or not) are the outskirts of grenades and the outskirts of mortar shots. Tank shells, werfer/Katy shots, howitzers, etc tend to do way more than enough damage to kill any infantry model instantly unless they model is VERY far from the center of the explosion. Also, to clarify, as of this patch weapon crews have a received accuracy modifier. Slightly different than a received damage modifier but against small arms is basically equates to 25% more small arms damage taken. So you're mostly right, for all intents and purposes anyways In: COH2 Balance |
Thread: Maxim - Enough said21 May 2014, 00:11 AM
Copy/pasting my answer from the other thread where you asked the same thing: ZiS guns do not kill 221s/222s/251 in a single shot - it's actually really easy to avoid them and just run around the map killing everything else. AT grenades (or guard M3) are a lot more reliable because the engine damage means that they're probably not going to get away. (Especially if you combine an AT grenade with a ZiS, or a guard M3 which a more standard build can easily do) Moreover the 222 does WAY more damage up close than at range - AT grenades force it to stay at range. You can just drive straight into a Maxim, vehicle block the retreat and wipe it extremely easily. Basically without AT grenades the 222 gets to run around the map unchecked, while also bleeding you harder than if you had Conscripts around with AT nades - and god forbid it flanks your ZiS gun while you have nothing but 6x Maxims on the field - you just gave your opponent a free AT gun. Additionally, without AT grenades your ZiS gun is going to be worthless against tanks. They'll be able to just drive straight at the gun and circle strafe it without fear. Maxims are more vulnerable to mortar fire because of the way in which mortar mechanics work in this game. Basically what happens is the mortar shoots, at this point in time it places a marker on the squad that it is shooting at(or barrage circle). The shot then "scatters" away from that marker based on the distance traveled, vet, bulletins, etc. A deployed Maxim is stationary, meaning it will get hit a lot more often than say a Conscript squad that is walking around - and could easily walk outside the scatter AoE without even realizing that it is getting shot at, simply because Cons are almost always going to be on the move. You don't even have to use the barrage on the Maxim, you can just keep right clicking with your mortar selected, or attack ground where the maxim is meaning the maxim squad is going to have to relocate constantly. So yeah, long story short, all set-up teams are more vulnerable to indirect fire than normal infantry squads. In: COH2 Balance |
Thread: ESL 1on1 Weekend Cup #120 May 2014, 01:18 AM
@Ami, I'll keep the in mind. We'll see how I feel when I wake up on Saturday. I've played in a lot of events recently (still the ESL 1v1 flex and ESL 2v2 flex that are going on) and now I'm supposed to take the wife on a drive-in movie date this weekend. Even if I don't compete I look forward to seeing the casts In: Events Central |
Thread: ESL 1on1 Weekend Cup #119 May 2014, 21:17 PM
Awesome to see that this is already full! I was going to sign up but I guess I missed out. Glad to hear that IpKai is willing to give us more slots next time around, and I'll have to be quicker about it. GL to everyone! In: Events Central |
Thread: Remove capping ability from all support weapons?19 May 2014, 21:14 PM
ZiS guns do not kill 221s/222s/251 in a single shot - it's actually really easy to avoid them and just run around the map killing everything else. AT grenades (or guard M3) are a lot more reliable because the engine damage means that they're probably not going to get away. (Especially if you combine an AT grenade with a ZiS, or a guard M3 which a more standard build can easily do) Moreover the 222 does WAY more damage up close than at range - AT grenades force it to stay at range. You can just drive straight into a Maxim, vehicle block the retreat and wipe it extremely easily. Basically without AT grenades the 222 gets to run around the map unchecked, while also bleeding you harder than if you had Conscripts around with AT nades - and god forbid it flanks your ZiS gun while you have nothing but 6x Maxims on the field - you just gave your opponent a free AT gun. Additionally, without AT grenades your ZiS gun is going to be worthless against tanks. They'll be able to just drive straight at the gun and circle strafe it without fear. Maxims are more vulnerable to mortar fire because of the way in which mortar mechanics work in this game. Basically what happens is the mortar shoots, at this point in time it places a marker on the squad that it is shooting at(or barrage circle). The shot then "scatters" away from that marker based on the distance traveled, vet, bulletins, etc. A deployed Maxim is stationary, meaning it will get hit a lot more often than say a Conscript squad that is walking around - and could easily walk outside the scatter AoE without even realizing that it is getting shot at, simply because Cons are almost always going to be on the move. You don't even have to use the barrage on the Maxim, you can just keep right clicking with your mortar selected, or attack ground where the maxim is meaning the maxim squad is going to have to relocate constantly. So yeah, long story short, all set-up teams are more vulnerable to indirect fire than normal infantry squads. In: COH2 Gameplay |
Thread: Remove capping ability from all support weapons?19 May 2014, 19:34 PM
I didn't play enough vCoH to comment on the finer details of the game's mechanics or give any sort of constructive feedback regarding balance - but I'm not doing either of these things. I played and observed enough vCoH to recognize plenty of things that I prefer in CoH 2 - and one of these is the capping system. I'll also be the first to admit that vCoH did do some things better than CoH 2 does (namely early game combat before this most recent patch but now early game/mid game infantry combat is amazing) and the increased variety of upgrade choices - and Wehr vet was cool - but I like CoH 2 vet as well so I guess that's a tie. Anyways, Soviet definitely have a lot more viable openings than Americans did - you don't have to be a vCoH pro to realize that. Ostheer is, unfortunately, pretty narrow in terms of openings in CoH 2. In: COH2 Gameplay |
Thread: Update! - The Underdog Tournament19 May 2014, 15:19 PM
Very awesome that you guys are doing this looking forward to the games. If there's anything you need help with let me know. In: News |
Thread: Remove capping ability from all support weapons?19 May 2014, 14:19 PM
I think you may have misunderstood me. I wasn't trying to say that CoH 2 requires the player to make more decisions than vCoH - I was making a general statement that when games require players to make more decisions, it almost always adds skill to the game. In: COH2 Gameplay |
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