Minks is bad because it has only a few flanking routes (likely mined). For camping the centre is bad-ass when you mined the flanks.
Semois Winter is retarded due to the big frozen lake and the houses at the cut-offs.
Kholodny east and west is still unbalanced (cut-offs).
Langerskaya Winter: the deep snow should be removed, it just punishes flanking so much
Stalingrad...it has to go, the best map for soviets, not fair in 1v1s.
Profile of Thunderhun
General Information
Register Time: 20 Jun 2013, 10:33 AM
Last Visit Time: 9 Apr 2024, 21:03 PM
Broadcast: https://www.twitch.tv/thunder19hun
Game Name: Thunderhun
Register Time: 20 Jun 2013, 10:33 AM
Last Visit Time: 9 Apr 2024, 21:03 PM
Broadcast: https://www.twitch.tv/thunder19hun
Game Name: Thunderhun
Signature
Post History of Thunderhun
Thread: Map Balance20 May 2014, 19:34 PM
In: COH2 Balance |
Thread: Ostheer Sniper (1v1), Large Post20 May 2014, 17:49 PM
Does anyone know the relation between pop value and manpower upkeep? 1.5 manpower = 1 pop cap. You can check it ingame when you purchase a unit. In: COH2 Balance |
Thread: Manual Reload for MG set-up teams19 May 2014, 19:33 PM
How about automatic reload after say 15 seconds of being out of combat? Could work either way In: COH2 Gameplay |
Thread: Have been patient enough...where is our balance patch.19 May 2014, 19:25 PM
There won't be any big patch until the WFA release. But either way balance will be off for another half year. In: COH2 Balance |
Thread: Manual Reload for MG set-up teams19 May 2014, 19:21 PM
+1 It would be so useful! Nothing more annoying than an HMG reloading after the first shot. In: COH2 Gameplay |
Thread: ISU 152 v Elephant11 May 2014, 09:50 AM
Solution imo: Decrease range on both the elefant and the ISU to like 75. Give the ISU a higher scatter ratio so it has a higher chance of missing gren squads. Reduce the dmg output of an elefant so that it's equivalent to a tiger, but give it an option to lock down(like the Marder in VCoH) where it is able to deal the dmg it has done before, but be forced into place. (Takes lets say 8 seconds for it to move out of place once it's put into place at w/e time you decide you want to move it). This allows for both units to still be effective, but with limitations. Arty, multiple tanks, etc... will be able to counter it effectively if unsupported/unwatched. Good idea, +1 Maybe even hardcapping them at (1 tank at a time) would help too. In: COH2 Gameplay |
Thread: Map-Making Contest Results11 May 2014, 09:46 AM
Congratz! Definietly gonna try these maps out. In: News |
Thread: FHQ vs Osttruppen10 May 2014, 19:24 PM
Interesting strats from both of us with huge mistakes, back and forth action, wp Sage. In: Replays |
Thread: Western Armies - Tiers and Units?9 May 2014, 19:57 PM
I'm not as familiar with the US army in this period, but I knew they had good arty and relied on a tank destroyer doctrine, that is to say they viewed *tanks* as infantry support vehicles, not dedicated tank-killers. This view prevailed until mid-1944. Well; I read a book about the US Army from 1944 to 1945. I highly recommend it to you if you want to know more about the american forces. http://en.wikipedia.org/wiki/Citizen_Soldiers In: Lobby |
Thread: Poor MG42 vs Rich MaxPin!9 May 2014, 18:59 PM
MGs should be more expensive like 270 and would have the changes i mentioned in order to lock down an area rather than using it as a frontline unit. This should stop infantry killing mgs with nades and molis and gave mg a better use. In: COH2 Balance |
156188156150155821155816155815153127153123152922152619152602