Why tanks need to be so good at wiping infantry ?
They have HMGs upgrade for it.
It's make the game less fun then is was before.
When a full vet inf squad is wiped like that, it's often a game over... So why let random decide the outcome of a match that much ? Not fun neither competitive....
My opinions.
Profile of voltardark
General Information
Broadcast: https://www.twitch.tv/voltardark
Nationality: Canada
Timezone: America/Montserrat
Game Name: voltardark
Broadcast: https://www.twitch.tv/voltardark
Nationality: Canada
Timezone: America/Montserrat
Game Name: voltardark
Signature
VoltarDark
Long live to COH3, the new king of all team RTS !
Long live to COH3, the new king of all team RTS !
Post History of voltardark
Thread: P4 wiping squds26 Jun 2015, 23:38 PM
In: COH2 Balance |
Thread: Wehrmacht has to many "get out of jail free" abilities26 Jun 2015, 23:28 PM
Blitzkrieg god mode. I saw that happen in a game i played today, it's one of the most unrealistic thing to happen in the game. I say it must be change to be still useful but not stupidly fast god retreat option. It make the game look so bad. My opinion. In: COH2 Balance |
Thread: US need more now.25 Jun 2015, 18:04 PM
USF need more tools to play with, they are not powerless, they are just very easy to predict. With the Hmg revamp, smoke grenades is now mandatory so there is less option then before...with later less full and ammo. No stock units: flamers, snipers, mortars, mobile mass bombardment, no mines,no demo, no barbwire... must go to base to get Bars or/and zooks (hello big maps) Did i miss something ? Some of the above units come from dedicated cmdr. Weakest faction by far in 3vs3 and 4vs4. Must pray the P-47 god to win for them.... Please Relic, add alot of little love to the USF. The 3vs3 and 4vs4 balance meta has'nt changed, but it need to in favor of the USF. Add a Jeep with .50 or light mortar upgrad in the base (t0) that can capture as a kubel so we can build it instead of rifles. To Resume : More options, plz more options but not more power. Thanks In: COH2 Balance |
Thread: new patch impression25 Jun 2015, 00:10 AM
US faction need love as they are boring as hell to play with and with the hmg revamp, life is now harder then ever. If i compare to all the other factions (brit included) they feel quite unfinished. They are sorely lacking options. ( i can't see how relic manage to design such a lackluster faction.) Next patch quick plz and put the focus on improving the US all around. thanks In: COH2 Gameplay |
Thread: Balance of power has shifted to Allies in 4v4AT (imo)30 Apr 2015, 15:50 PM
TLDR: Read it you dolt. This is an in depth look at problems which arise in 4v4, if you don't want to look at the issue in depth you should just move on. Spot on, nothing to add. Excellent analysis that should be forwarded to Relic's devs a.s.a.p. and publish it on COH.ORG. Thanks a lot. In: COH2 Gameplay |
Thread: We need some 4v4 tourneys/ladders23 Apr 2015, 13:19 PM
Here is 2 tools that we always use when making any kind of tournament. 1) Add some back up people who can replace the noshows. 2) To increase show up at the event, just include a Paypal security deposit, refundable at the end of the event. (The size of the depot is related to the grand prize normally,) They don't show up, they lose the deposit money.(Money is given to the backup(s)) Start small with 4 teams (32 people) and 4 back-up persons . Just my 2 cents. In: Lobby |
Thread: Pqmiesh Blog: Balancing Multiplayer Games15 Apr 2015, 20:00 PM
Nice analysis, But terrain, buildings will often make a single unit more powerful. Also one unit is easier to micromanage too. A lone Tiger hidden between buildings will be a lot harder to flank meaning he will be harder to be destroyed because of it's frontal armor. But 2-3 hidden Sherman with be killed easily from a frontal assault by any Tiger. Balance cannot only be achieve with numbers, where those numbers will be used often matter the most. In: Lobby |
Thread: Should OKW be able to build caches?13 Apr 2015, 19:31 PM
After watching some (10+) 4vs4 matches involving more then 3 Okw each time, i feel that they have still the upper hand over the other factions. Using their flack trucks to defend one victory (or 2) points easily, they use that free time to gang-up and win on any others places on the map. With fuel not as required because they can build now alot/only shreck and panzer füsilier squads and crush anything with it. Adding cache to them will remove any need for an Ost teammate... and make the problem worst. They are so good that they make OST feel like a second rate army... I would say that the OKW as a whole, are evenly stronger then before the last patch. I can't pin point exactly why, but they look/feel stronger in the beginning phase of the match. Plz help me to understand. In: COH2 Balance |
Thread: [Feedback requested] - balancing issues in large team games9 Apr 2015, 15:43 PM
What if the cache income would increase with the tech level (tiers 1 to 4) or if it would increase with the command level (command points) ? Your toughts ? In: COH2 Balance |
Thread: A letter to Relic COH2 Game balance team8 Apr 2015, 23:04 PM
Well written, but to early to conclude, last patch must be digested a bit longer to see how it fare on the long run. Let live with it for a few months. For 3+ games types, the balance feel more than o.k. for now. What we rather need for now is more content : -Really different new units that will bring new tactics. -New cmdrs for the factions that don't have many already. -Maybe 1 or 2 new maps for each game types. Please add the options to «mute» a teammate or a opponent : For chat and/or for map pinging. More bugfix. Thanks. In: COH2 Balance |
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