...
.50 cal weapon crew also has hilariously bad stats, worse than rear echelon guns with 25% received accuracy penalty and 35MP reinforce cost.
...
does that mean .50 cal crews have less suitability than other weapons crews?
Playercard of Bo-Bobby Lion | ||||||||||||||||
|
Thread: Minor issues that should be fixed22 Jul 2015, 19:33 PM
... does that mean .50 cal crews have less suitability than other weapons crews? In: COH2 Bugs |
Thread: M5 Quadrush22 Jul 2015, 17:00 PM
I have no idea why it was buffed in the first place, it is not like it was terrible pre-patch. +1 this m5 quad now outshines t70 in AI department. In: COH2 Balance |
Thread: More Detailed Victory Screen21 Jul 2015, 19:31 PM
+1 In: COH2 Gameplay |
Thread: UKF - Know your units - Churchill Tank21 Jul 2015, 19:03 PM
beast! In: Lobby |
Thread: Urban assault doctrine21 Jul 2015, 01:48 AM
This commander is not a "new" commander. I am not in the current permanent CoH2 alpha and beta testing, so i cannnot give specific information. But it seems the urban assault grendier were part of the "encirclement doctrin" (before it was released as it now is) i want them alllllllllllllllll In: COH2 Gameplay |
Thread: Fallschrimjagers need love! 20 Jul 2015, 23:14 PM
my b. anyway, why are you trying to mitigate the difference between falls and obers?you seriosuly dont see the difference? yea... being vigilant about falls v. picking an ambient building to do hit and run with insane DPS and bundle-nade. hmmm. i think one is much harder than the other. i rather they get cheaper and paradrop. and make them roll not like that 250 muni falls ability. In: COH2 Gameplay |
Thread: Fallschrimjagers need love! 20 Jul 2015, 20:57 PM
oh but they do consistently performs and more. they got bundle-nade, great vet 1 white phosphorous nade, booby trap, and panzerfaust. on top of everything comm_ash already pointed out. not only that the ability to spawn out of buildings with insane DPS and wipe snipers or an ATG/HMG for an assault is priceless. i am not opposed to make them airborne like paratroopers. that makes sense. but i wouldnt drop their price . just reinforcemanet cost to ~32mp or so. In: COH2 Gameplay |
Thread: Fallschrimjagers need love! 20 Jul 2015, 20:32 PM
Falls are some of the most consistently performing units in the game. They have very good DPS at all ranges, and are hampered by low received accuracy to compensate. Giving Falls better survivability at vet 0 would be silly, because they pop out of enemy lines. You can't get high DPS units from behind enemy lines without drawbacks, its just a bad idea.
good post comm_ash. and no, alex, you did not just say that. fallschrimjaeger is at least very solid unit as comm_ash pointed out. on top of that, what i was saying is that Falls is the most consistent way to kill snipers in maps with decent amount of buildings. a.k.a. any maps but steppes In: COH2 Gameplay |
Thread: Suggestion: Rear Echelon Rework 20 Jul 2015, 19:20 PM
umm. they are great platform for the whole weapons rack. they also have better combat vet than vcoh2 engineers. they build fighting positions, tanktraps and wires. i think your idea of RE can be implemented on a whole new T0 unit. that would surely make USF opening more interesting. In: COH2 Balance |
Thread: Fallschrimjagers need love! 20 Jul 2015, 19:13 PM
forget to retreat? lol. In: COH2 Gameplay |
69 | |||||
31 | |||||
2 | |||||
1 |