I never played Germans
And talks about balance. lol. D:
Most of the time it is L2P. Allies have good chances to win 4v4 on higher skill levels, just not on low.
Thread: Just some stats16 Sep 2014, 20:17 PM
I never played Germans And talks about balance. lol. D: Most of the time it is L2P. Allies have good chances to win 4v4 on higher skill levels, just not on low. In: COH2 Balance |
Thread: USF Abilities Questions16 Sep 2014, 17:37 PM
It's a bug ![]() In: COH2 Gameplay |
Thread: USF Abilities Questions16 Sep 2014, 17:27 PM
1.) Thompson: Deal 50% more damage, receive 50% more damage, move more slowly if I recall correctly. If you manage to actually flank / close the distance you can use this ability to maximize your damage output. Against any non close range unit it will improve the outcome of the fight. M1919A6: This one has a suppression fire if I recall correctly. Targets an enemy squad, fires faster (but slightly less accurate) at that and with suppression. Breaks if you issue move commands or press stop. 2.) Breaks suppression for all surrounding infantry units (that also includes non ATG / Howitzer support weapons!) and moves them towards the captain. Additionally it increases movespeed for all affected units for 4 seconds and makes them immune to suppression. Additionally to the additionally it also gives them 20% harder to hit and gives them 20% accuracy for 8 seconds. So in short, it's one of the strongest abilities ingame ![]() 3.) Yes, they still have it. 4.) Nope. In: COH2 Gameplay |
Thread: New thought on WFA vehicle balance - repairing16 Sep 2014, 16:21 PM
The delay is there to prevent abuse. There was a time when leaving was instant and there was no re-enter timer. That can be heavily abused ;p In: COH2 Balance |
Thread: New thought on WFA vehicle balance - repairing16 Sep 2014, 16:19 PM
USF vehicles are amongst the most cost effective ones. You won't find a better tank destroyer than the Jackson for the price, same for the Sherman or the Scott. They are all vehicles with a high damage output, but none of them are particularly resilient. There is a good synergy with the Riflemen though, as these are some of the toughest infantry and at Vet1 get a vehicle snare (which by now finally is pretty reliable). Both new factions are far more reliant on combined arms, just in different ways. USF needs a Rifle screen for their low HP, high dmg, high range medium vehicles. OKW needs a diverse infantry selection supplemented by some vehicles for either higher mobility (Puma, Flak HT), heavier hitting (Jagdpanzer IV) or roles that infantry does not fulfil (Sturmtiger, Walking Stuka, King Tiger). Both factions play very differently from the older ones and requrie the player to adapt to a new playstyle. Trying to use those units in the old factions way (aka spamming only Shermans and rushing in with them) does not work that well as doing the same with PIVs. Even E8 Sherman spam is inferior in most cases to a mix of E8, Jackson and M8A1. The repair is not to counteract their lower durability or whatever. It's just there as a faction flavor, like OKW has 5 vet levels and the other factions have snipers, mortars and such... In: COH2 Balance |
Thread: Are kubelwagens OP16 Sep 2014, 13:16 PM
What does that green line mean, their received accuracy ? Yes
I wouldn't say 5 to 15 is middle. 0 to 15 is usually where close range weapons perform best. 20 to 35 is where long range weapons perform best. Mid range weapons are weird in the sense that they do not have any range where they excel, they tend to be good at all ranges, so it fully depends on what they are fighting. The following looks a bit weird, I know. Just look at it, then read what's written below, then look at it again. It's the DPS of a target squad divided by the Sturmpio DPS and then normed. The higher the value, the better is it for the Sturmpios to fight the targeted squad at that range. As usual it's not always worth it to fight at the best range if there is cover at an okayish range or if you have to close in under fire. Besides that keep in mind that 10 range is the magic number where cover gets ignored. Vs Cons: 0 to 10 range is best. Vs Con + PPsH41: 15 to 20 Vs Penal: 13 to 17 Vs Shocks: 30 to 35 range Vs Riflemen: Anything below 15 Vs Riflemen + BAR: 10 to 15, but anything below 15 is okay Vs Riflmen + M1919A6: The closer the better. Vs Paratroopers + Thompson: 18 to 24 Edit: Added Paras with Thompson and Shock troops to emphasize that going closer is not always better. In: COH2 Balance |
Thread: Just some stats16 Sep 2014, 12:39 PM
Most mods I played in vCoH were unbalanced as hell until years after release and I tried a lot. They were enjoyable for casual or vs AI play, but never even close to being balanced. As far as I know the misfire bug is to this day unfixed, because it would require a completely different animation. What most people did was remove the wind-up time. That way it could not happen anymore that it misfires, but the actual animation was no longer in sync with the unit firing. Wind-up and wind-down times are the times that animations take and are not to be changed. I personally would've gone with a broken animation but a working unit, but in the end I can understand that they did not want to break that to fix the gameplay. Lots of people played vCoH due to the looks. Teamgames are problematic due to the scaling. I brought it up with Relic several times and tried them to change things, but I guess they are too busy with other stuff. *sniff* I'd say 4v4 you can easily win as Allies as well, you just need a good team composition and coordination. I find games as Allies in 4v4 more stressful, as you have to handle more units and usually units that need more attention. Axis tend to lock down with PaKs and MG42 to a degree, which require little micro. Similarly lategame the heavies and super heavies. Soviets need similar micro lategame, but more earlygame while USF needs less micro early, but more mid / lategame. Jacksons are awesome, P47 is awesome, both easily capable of taking down the heavy Axis tanks. If you do not meet those 'skill' requirements you are going to have a bad time (less now with the P47 'Finger of God' [The true 'Hand of God' was even stronger, this just pities in comparison!]). In: COH2 Balance |
Thread: Are kubelwagens OP16 Sep 2014, 12:10 PM
Noooooooooo -.- The range you want to fight at, because the Sturmpios excel there depends on your opponent. Assault Rifles are neither a dedicated long nor a dedicated short range weapon, so their performance is not as great as either of those at their respectable range. Yet they are good on all ranges, meaning you can always fight on the ranges that a long or short ranged weapon is not good at and win. Forcefully always trying to move to close range with Sturmpios (and similarly PGrens) means they perform way worse than they could. Most of the time staying at ~15 range is more than sufficient. 15 is almost half of the whole firing range (35). At that range they win (per cost) almost all engagements. Trying to close in more usually results in you losing entities, so that even though you are at a closer range, you still won't deal as much DPS as previously. ![]() Red is the old Sturmpio DPS, blue is the new. Yellow is the difference in percent of those two and green is just a straight line at 13. Any range where the yellow line is below the green one the Sturmpios perform BETTER than the old ones. Any line where it's above they perform worse. That means 6 to 14 is the range where they perform worse, outside of that boundary the same or actually better. Since units tend to go crazy at ranges around 5 (they will jump around a lot instead of shooting) that basically means what Sturmpios got was a nerf at close range and a buff at all others. In: COH2 Balance |
Thread: A good starting computer setup to play Coh216 Sep 2014, 11:26 AM
ludd3emm - What kind of lag do you experience? Is it a FPS drop or is it units freezing? First one means the lag is actually due to the performance of your PC. Second one means it's due to server connection. Using WLan, having a router with a lot of gadgets hooked to it, Noun gnawing on the server cable again, ... there can be many reasons. Speed of your connection alone isn't everything. In: Lobby |
Thread: Hashtag #Esports16 Sep 2014, 02:25 AM
13 users are browsing this thread: 11 guests, MilkaCow, bC_ #Brad #eSports #BM #GoBackToWork In: Replays |