Little tweaks... funny.
Not one step back was basically industry but arguably better. Good luck beating 100 pop cap of infantry outside your base at 3CP.
Urban Assault Pgrens we’re effectively immune to bullet damage and evaporated squads almost instantly.
Please don’t add these commanders. We already have too many commanders.
Profile of CieZ
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Broadcast: https://www.twitch.tv/riseofthephoenix_
Youtube: https://www.youtube.com/channel/UCjV_ujoRNpEU_ERL9dW8H9w
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Nationality: United States
Broadcast: https://www.twitch.tv/riseofthephoenix_
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Steam: 76561197995165748
Residence: United States
Nationality: United States
Post History of CieZ
Thread: Return of Relic Pro/Am and there will be a new update!22 Jun 2018, 00:22 AM
In: Lobby |
Thread: British snare problem and potential fixes22 Jun 2018, 00:06 AM
Could just make AT tommies non doctrinal and buildable out of t2 or t3. They suck against other infantry, can’t take medic/arty upgrade and are only useful for the snare. Hell, they’re not even great against vehicles. It’s also a low workload solution. The squad is already in the game. I’d rather just give tommies a snare upon researching grenades. Why do people think that would be OP but rifles carrying double BAR, LMG grens, volks, guards, ppsh cons and having snares are fine? Tommies are good, great even but require extreme investment to out perform LMG grens and vetted Volks, while also being less flexible. Edit: Falls have snare and can paradrop anywhere on the map and can stealth but they’re hardly OP. Ost’s Jaegar command squad can sprint and snare and has an extra model over grens and comes out of the box with g43s. I hardly think giving tommies a fuel based upgrade snare would break the game. In: COH2 Balance |
Thread: GCS2 Barbarossa faction win rate21 Jun 2018, 02:31 AM
Give a snare when you research Brit nades, even if it’s something low range like the PTRS penal satchel. Remove mortar pit and give them some real indirect fire to help against MGs. Slightly buff Comet again. Other than that I think Brits aren’t as bad as people think. Sections are great, UC is good, AEC is good, 6 pounder is insane, Vickers is good, sniper is fine, etc. It’s really just the lack of snare and lack of ability to dislodge MGs since sections suck at flanking and commandos are doctrinal. Edit: I think every faction should have access to some form of flamer engineer, mines, AT gun, and mortar outside of commanders since these are such core components of the game. In: COH2 Balance |
Thread: MomoXschlomo20 Jun 2018, 05:14 AM
ggwp In: Replays |
Thread: The MG42 needs to be looked, the allies mg's are dog shit.20 Jun 2018, 03:01 AM
I mean it suppresses in 1 volley making it hard to move out of its LOS and then pens on third volley. If you don't know its there you its practically an insta-retreat for anyone in its line of fire. So smoke on top of the MG. It could have a 360 degree arc, but if the smoke is on top of the MG it still can't shoot. In: COH2 Balance |
Thread: The MG42 needs to be looked, the allies mg's are dog shit.20 Jun 2018, 01:47 AM
Vickers is 260 mp isn’t it? And Ost needs the MG42 because Grens are the weakest early game infantry squad. Good luck against Cons, Rifles, and Sections without the MG42. Maxims are still great. Better than the MG42 in some ways, most notably survivability. In: COH2 Balance |
Thread: OKW HMG3419 Jun 2018, 07:34 AM
Currently, probably not. Quicker vet might be something to play with/test and see what happens. Perhaps knock off 10 or 20 manpower, and/or make it cheaper to reinforce. I'd rather see the ISG be a bit better, or at least slightly cheaper, or have a damage bonus against weapon teams. Something to help OKW against HMGs basically. But that's for a different topic In: COH2 Balance |
Thread: [1v1] One of the Scummiest Things I Have Ever Seen18 Jun 2018, 07:34 AM
AT guns will kill the bunkers with ease and will help against the 222s. A mortar or two for smoke when approaching the HMGs should help. In: Replay Reviews |
Thread: Company of Heroes 3 with WhiteFlash16 Jun 2018, 10:10 AM
I see COH2's popcap/MP income relation more like WC3's upkeep system. No one is forcing you to build more units if you're ahead (and thus decrease your manpower income). There's no penalty for floating and it's the correct thing to do sometimes. If you're already ahead on the map at 40/100 pop cap, why make more units (spending resources & decreasing MP income)? Why not wait until you see what your opponent fields and use those resources and pop cap to counter him? The exception to this is if you're expecting something like a T70, fielding the AT gun around the time you expect the unit to hit the field can save a lot of map control - but that's a calculated risk. In: News |
Thread: OKW HMG3416 Jun 2018, 01:02 AM
I agree that the MG34 is the worst of the MGs, like the USF AT gun is lackluster compared to other AT guns (except the Soviet baby AT gun). However, both perform their functions acceptably well which was the point I was making in counter to what Vindicare posted initially. The MG34 doesn't mow down units like a Vickers or MG42, and it doesn't suppress as brutally as a 0.50cal, but it still does it's job. Similar units can, and should, be better/worse across different factions as long as they're still viable. Plenty of people use the HMG34 at the highest levels of play effectively, and my own experience with it/against it indicates that it is balanced (or very close to). Hence my position that it should not be changed. Yes it's the worst when compared to others, no it's not so bad that it is completely useless/not viable. In: COH2 Balance |
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