Guards would better fit their spot so T1 would have at least some AT capabilities.
The last thing this game needs is the capability of having shocks and guards and snipers with only one tech building.
Thread: Penal Battalion anyone?20 Jan 2014, 20:59 PM
Guards would better fit their spot so T1 would have at least some AT capabilities. The last thing this game needs is the capability of having shocks and guards and snipers with only one tech building. In: COH2 Gameplay |
Thread: Langreskaya...20 Jan 2014, 13:37 PM
It might be slightly south favored (especially for germans in south, they have a much easier time there than in north), but more than that the map is heavily soviet favored (the summer version, winter is a bit of a question mark). Soviet snipers and soviet T4 reign so supreme on this map it ain't one bit funny, and script/shock flanks are pretty much impossible to avoid due to the openness of it as well. In: COH2 Balance |
Thread: Worst Bulletin & Comander for each faction20 Jan 2014, 13:19 PM
German infantry really is horrible. If the osttruppen replacement was G43s instead it would atleast be a bit more usable, but the way it is now...yeah...never again. The community defense doctrine is very bad as well because trenches and tank traps are both nearly worthless due to their lack of health, hull down is of very questionable use which only leaves sector arty and pak43 which are both good but available in much better commanders. NKVD is pretty bad, as is Urban Defense. Propaganda and Armored Detection are probably the two weakest soviet commander abilities. 1cp guards make the light AT guns nearly obsolete. FHQ is generally extremely bad in 1vs1 and map limited in larger games. Booby traps are just demo charges that you can't control but don't require an engineer to set. For NKVD, rapid conscription is available in much better commanders for it (ones with ppsh) and armored assault has strafe+radio intercept with two tank callins and field repairs. Worst bulletins: Anything that's -x% to munitions, because all of them are like 3% off 90 muni or similar. Mortar auto-aim bulletins because they're bugged and make mortars not hit anything (are they ever gonna fix that?). -10% to build time bulletins on callins, because you're obviously limited by the ability refresh on calling in these things. In: Lobby |
Thread: Hans vs Cruzzi - KV-1s vs Panthers!!!18 Jan 2014, 08:57 AM
WP...I just couldn't do anything against the KVs late game. I needed a pak43 but I had nothing to control shocks with at that point. Nail in the coffin really was that su85 that just wouldn't die on the left hand side of the map... Still a horrible start from me though, down an MG42 and having a mortar on winter langres of all maps. Surprised you let me get back into it after that In: Replays |
Thread: Hans vs Barton's Partisans 18 Jan 2014, 08:53 AM
dat doctrine really needs some reworking, both partisan units are weak and even at vet 3 and with upgrade they die easily to some unvetted squad They're also cheap as hell, have high dps without any muni cost, can be upgraded to conscript health per model with munitions and can spawn from any building on the map without LOS. Partisans were op as fuck before the building nerfs, just overshadowed by windustry at the time so most people didn't bother to complain. Of course now I guess they feel like using grens as soviets MVGame In: Replays |
Thread: Pak43 vs Andy16 Jan 2014, 11:26 AM
I guess I'll post this now that Andy is gone. Pretty standard shock rifle frontline to T3 to heavy tanks vs me with an assortment of T3 armor and a sneaky Pak43. In: Replays |
Thread: MG42's getting sniped by scripts and shocks 13 Jan 2014, 10:22 AM
You do realize that you can destroy ghost wire with small arms now? It only takes a couple of shots to destroy it, so you can easily clear any ghost wire while your units are running up to it. Ie. it really is not an issue if you try "abuse" it now seeing how it doesn't work. In: COH2 Gameplay |
Thread: Shocktroops at 1CP13 Jan 2014, 09:18 AM
To be honest, as a nearly pure 1vs1 player, the early shocks have just been a boon to me. As soviets they let you easily punish people who just spam grens (or go straight for PG spam), and as germans countering people rushing for shocks and then for 9CP tanks is easier than countering any other "viable" strat once you get the hang of it. Sure, they don't require much thought to use and can easily screw you up if you make a big mistake as germans, but they're not particularly hard to counter when things go roughly according to plan. They seem to be more of a problem in team games where the other player can cover pretty much all the weaknesses of shock spam as the units that counter them (flamepios, snipers, flamehts, scout cars to some extent, mgs) don't scale well against larger numbers of units. In: COH2 Balance |
Thread: The tiger ace syndrome13 Jan 2014, 09:00 AM
Soviet industry is still even more OP than the Tiger Ace doctrine. So a doctrine that makes you lose within 5 minutes of selecting it is more op than the 4 best axis early game abilities in the game plus the opportunity to call in the swag tiger if you so choose? In: COH2 Balance |
Thread: Must watch COH shoutcast12 Jan 2014, 08:37 AM
In addition to what CieZ said... Axis HT suppressing everything Zombie Bunker Wehr tank vet steamrolling the latter part of the game If anything this game rather embodies most of the things I'm glad aren't in coh2, only missing fun stuff like the endless stream of weapon crits on a 5% health tank and m10 misfires. In: COH2 Gameplay |