elchino7 you freaking fanboy.
Worst time to be a Wehrmacht player was IRL 1945.
I think you can now check off the other two as well
Profile of MilkaCow
General Information
Steam: 76561198005831154
Birthday: 1989-05-11
Residence: Germany
Nationality: Germany
Timezone: Europe/Berlin
Steam: 76561198005831154
Birthday: 1989-05-11
Residence: Germany
Nationality: Germany
Timezone: Europe/Berlin
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Post History of MilkaCow
Thread: There has never been a worse time to be a Wehrmacht player.29 Jul 2014, 18:56 PM
In: COH2 Balance |
Thread: Who owns this website?29 Jul 2014, 18:52 PM
I think it is owned by the illuminati and marco. In: Lobby |
Thread: Toughts of a veteran on the airborne company28 Jul 2014, 19:18 PM
Well, I assume you would have them behave like the normal pathfinders and have an increased vision range, right? That would mean for the meagre price of 200 MP you could greatly improve the performance of support weapons by positioning the Pathfinders there. After they did their main job (place beacons) they can protect very well against some support weapon counters (snipers) and can scout. There is low to no downside to losing them due to their low combat value, so keeping them scouting is high reward, low risk. I just feel 200 MP for such a unit is too low, it basically does what quite a few people use the normal Pathfinders right now with a cheaper price In: COH2 Gameplay |
Thread: Thoughts on Conscripts getting a 1x DP-28 upgrade28 Jul 2014, 19:09 PM
Trusting the descriptions about what happens is like saying a T34 and a Panther are both medium tanks, they should be equal. Late game scaling: Grenadiers: ++ AI damage (LMG42) + Rifle Grenade + Faust - High cost/entity - Squad size => Faust gets less effective late game due to the high lethality vs small squad sizes. Against infantry the LMG42 is a major bonus Riflemen: ++ AI damage (M1919A6, BAR) + AT damage (Bazooka) + Grenade / Smoke ~ AT Rifle Grenade ~ Squad size - High squad cost - High cost / entity => This unit has probably the best anti infantry scaling lategame due to dual upgrades and with 5 men is definitely a better chance to get AT nades off. Yet it's also hard to field many of those squads, as they will heavily bleed you if they do not have infantry to fight. Volksgrenadiers: ++ AT damage (Panzerschreck) + Grenade + Low cost/entity ~ Squad size - low AI damage, especially with Schreck Good lategame scaling by becoming an allround unit, but does not really pack a heavy punch against infantry. It wins most of it's fights simply due to the fact it's so durable, not because it deals much damage, so it is really hard to cause bleed with this unit. Conscripts: + Squad size + Molotov + AT Grenade + Low cost / entity - low AI damage This squad does not really deal much damage lategame, neither against tanks nor infantry, but needs to completely rely on it's abilities. Oorah grants good mobility and it's the best AT-snare of all factions due to the survivability. In general, this unit turns more into a support / scout / harasser, than a fighting unit. Not all of those units need to be the same. Grenadiers are great in their anti infantry role late game, but without that upgrade they are almost useless late game due to the high chance to get wiped when trying to faust. I really like the differentiation, not everything needs to be a perfect fighting unit lategame. Combined with the supportive units (Snipers, Guards, Maxim) they provide nice protection against vehicles and will give vision and protect those higher grade units. In: COH2 Balance |
Thread: doc priest is the least effective/most expensive mobile ary28 Jul 2014, 18:50 PM
Katyusha, Panzerwerfer and Walking Stuka are rocket artillery, which saturate an area with a lot of rockets. The first two lack the punch to tackle most even slightly armored units, while the latter is ineffective against single targets. Priest is no rocket artillery, but something in the middle between the Howitzer and the leFH. It's price is higher than both of those, but considering that it's mobile and packs such a punch I think it's fine. It's definitely a unit that needs to be protected more and should be fielded later than the rocket artillery, but I can't see any problems performance wise. In: COH2 Balance |
Thread: Thoughts on Conscripts getting a 1x DP-28 upgrade28 Jul 2014, 15:29 PM
http://www.coh2.org/topic/21121/diversifing-the-dps-roles-of-penals-and-cons/post/189708 Upgrades aren't good for balance, Conscripts are not designed to be a lategame combat unit without PPSh41 upgrade and I'd rather have Penals or another unit take the long range role. Right now the only 'real' long range DPS they have is.. well sniper or Guards In: COH2 Balance |
Thread: tracking (zis/su85)28 Jul 2014, 15:25 PM
It was bugged. It should reveal units on the minimap (tracking units), not just give plain more sight. In: COH2 Bugs |
Thread: Bugged soviet B4 - absenting reload time28 Jul 2014, 15:19 PM
Yes, bug abuse. In: COH2 Bugs |
Thread: Toughts of a veteran on the airborne company28 Jul 2014, 15:17 PM
Fallschirms have 60 MP opportunity cost (440 MP call in, but 380 MP squad value). I would suggest making the ability drop 2 of the para squads with random weapons, and a special "light" AT gun (37mm ?) with the ability to retreat. It could also work if the ability dropped 1 squad of anti-inf paras (thompson or m1919) and 1 squad of dual recoil-less rifle paras. (obviously with a cost reduction) That's basically how the ability is for the I&R Commander. Two squads of Airborne with random weapons and a 37mm gun + crew (which seems to not spawn due to a big atm). I don't think this was the first nor the last airborne commander, so instead of changing this one which is uses rather often and sound I'd go for new commanders instead.
I don't think that's a balanced idea. For 200 MP such a squad would offer far too much. Intelligence is extremely important and I just can't see such a squad being anything but overpowered and would be spammed. Right now all squads that provide good intel are also made expensive in order to keep them in line. Such a cheap squad with also such a great set of abilities would not be balanced :/ In: COH2 Gameplay |
Thread: Diversifing the DPS roles of Penals and Cons27 Jul 2014, 17:40 PM
Why is it always with upgrades? First of all, AT on Penals is bad, because that counters the counter to scoutcars. There shouldn't be a unit with AT in T1. Second - Upgrades are really hard to balance. They increase the scaling and the cost-effectiveness of this unit and usually result in it being spammed. If you keep the unit in a normal position and just give it an upgrade, then that unit will be fielded all the time and upgraded, causing massive spam. If you make the unit slightly too bad without the upgrade, but better with it, then the upgrade becomes mandatory, fielding the unit otherwise is not encouraged. Look at how Grens are at the moment. Normal Grens without the LMG have problems facing Conscripts, but with an LMG easily own them. Keep in mind Grens are slightly more expensive upkeep-wise than Conscripts. This basically makes an upgrade on Grens mandatory. Giving an upgrade to Conscripts is the exact opposite of what's intended. Instead of encouraging the use of combined arms, it would just result in people spamming Conscripts again. Take a look at PGrens vs LMG-Grens. PGrens itself are price-wise perfectly aligned (might even be a bit too good for cost right now), but they get totally eclipsed by the fact that LMG-Grens can almost do the same thing, but are cheaper and more versatile. If you suggest such changes, please, gameplay over reality. In reality a lot of the squads were different, but giving a LMG to each and every faction is the worst way to go. It already adds a lot of problems with Ostheer LMG42 and I'd rather work with that upgrade being more of a sidegrade, than introducing mandatory upgrades for other factions as well. Inner-faction unit balance is just as important as intra-faction balance, sacrificing one for the other is not good. In: COH2 Gameplay |
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