The Pershing's even squishier and it's one of the best tanks in the game.
Cause it's mobile and has insane AI?
60f and mp for only 160HP and some firepower? Comet is calling, he doesn't want his title of worst tank stolen.
Thread: Mediums to panther/tank destroyer interactions 6 Jul 2019, 02:27 AM
Cause it's mobile and has insane AI? 60f and mp for only 160HP and some firepower? Comet is calling, he doesn't want his title of worst tank stolen. In: COH2 Balance |
Thread: Mediums to panther/tank destroyer interactions 5 Jul 2019, 22:20 PM
i think he is talking about team game where TD coverage is omnipresent as it’s x4 Then it doesn't make sense to compare units on a 1v1 basis. The way it's worded sounds like a 1v1 scenario.
See above. A single TD on a whole map can move so much as deter as well. Getting AT sole units is a safe move that won't win you games but won't make lose neither because you are unprepared. It's the same as getting a shock light vehicle or stalling to a medium tank. Getting an Ostwind instead of PIV. Tank destroyers only need to be in their current state because they need to counter heavy tanks. And how do you tone heavies down while keeping them desirable to use? In: COH2 Balance |
Thread: What Role Should Heavy Tanks Serve?5 Jul 2019, 20:10 PM
Can you guys go back to topic? In: COH2 Balance |
Thread: Mediums to panther/tank destroyer interactions 5 Jul 2019, 20:06 PM
Medium do give shock value and anti infantry, and if ur dominance with AI is big u can use AT infantry to deal with TD Or you can exploit the map so you attack wherever the TD is not. In: COH2 Balance |
Thread: Official forum ?5 Jul 2019, 18:48 PM
Reddit as a platform discussion is bad most of the time cause it's not designed for it. On the other hand it has other strengths to it. In: COH2 Central |
Thread: Machine Guns5 Jul 2019, 18:45 PM
The original design was a heavily mobile SUPPRESSION platform, on a faction which lacks both non doctrinally units and flexibity to get different tiers of units. An MG is supposed to suppress units, not do damage. If that was not the case, suppression wouldn't buff the resistance when units go prone into the ground. In: COH2 Balance |
Thread: Sega Makes Fun Of EA’s ‘Surprise Mechanics'4 Jul 2019, 19:28 PM
Even worst, you had no supply income before and duplicates were a thing. So it wasn't rare that you could get multiple of the same commanders been dropped. In: Lobby |
Thread: Machine Guns3 Jul 2019, 20:54 PM
You are still wrong. The argument was: the maxim is strong and the deathloop and 6 man crew kinda balances it out. Different devs and balance team have come and go and the maxim deathloop isn't something that can be fixed. We have users who had helped fixed bugs and issues with the game and they said they can't be fixed. There's no big conspiracy here. There were changes implemented in order to "mitigate" the deathloop but that's just a mechanic working as intended with poor gameplay consequences. There's no way to give it teleporting german technology so the only thing that can be done is reduce the target prioritization of the guy operating the weapon. I might be missing something around but all wheel based support weapons suffer the same thing. Finally: change the MG to what? We barely got new content and you expect for them to create new models and voicing from thing air? In: COH2 Balance |
Thread: For the Love Of God M1 Pack Howitzer 2 Jul 2019, 21:26 PM
snip Less/no mortar and more Howitzer. Player input >>> Random AA fire effectiveness. If ALL MORTARS hadn't been nerfed, i wouldn't say shit about the Pack Howi because that's where the power level of passive indirect fire was meant to be. All mortars had been nerfed and serve now specific purpose rather than, i have MP let's build a mortar so i can passively get bleeding on my opponent. The problem is that it's closer to having the snipe capabilities of the ISG (rather than a normal mortar) while having the profile AoE of the 120mm. In: COH2 Balance |
Thread: For the Love Of God M1 Pack Howitzer 2 Jul 2019, 17:26 PM
ALL early/mid game indirect units were made weaker on auto attack and in general. I don't see why the Pack Howie shouldn't follow the same and made it so it's better in barrage and weaker in AA. Specially to differentiate it from the cheaper mortar. If the enemy has an OKW on their team that pretty much negates all support weapon play for a start. If a OKW Schwerer HQ rework was possible (half tech), i wonder if the Stuka could see a rework as well. Wild idea incoming: -Reduce cost to mortar HT levels. -Remove HE barrage and instead replace it with flame barrage instead (improve if necessary) no muni cost. -After unlocking first half of Flak HQ, you can upgrade the Stuka to it's previous version for the difference in cost, to unlock HE barrage. In: COH2 Balance |