gr8 idea 8/8
5/7
Sorry to burst the bubble but it has been suggested before (IIRC since release when minefields were too expensive). Sounds pessimist, but i think we would see barbed wired fields before seen this implemented.
Thread: Ost s-mine fake18 Mar 2016, 18:43 PM
gr8 idea 8/8 5/7 Sorry to burst the bubble but it has been suggested before (IIRC since release when minefields were too expensive). Sounds pessimist, but i think we would see barbed wired fields before seen this implemented. In: COH2 Gameplay |
Thread: 4vs4 Balance feelings v2 : Fun !18 Mar 2016, 18:35 PM
I passed the broom. Next time OP, you can continue on your other thread which last post is not even a week old. In: COH2 Balance |
Thread: Relic re-organisation and Kyle's response18 Mar 2016, 18:24 PM
I'm sure if CM is allowed or has anything else to say we will know. If anything new arises, just open a new thread Derailed and closed. In: Lobby |
Thread: T 34s17 Mar 2016, 21:41 PM
In: COH2 Balance |
Thread: Double maxim spam.17 Mar 2016, 21:40 PM
.5 In: COH2 Balance |
Thread: M1931 B-4 Howitzer - Let's do something about it!17 Mar 2016, 19:29 PM
Why? What's the difference between ultrawpide blob by PzWerfer or Calliope or Stuka? Or Dive bomb? Cause it's not good at countering blobs, more than way too effective and deleting single squads or tanks (in case of B4). Notice that IMO the changes to the CalliOP were not correct (still the first 2 barrages are equal) and the PW has been nerf (i don't think it needs suppression due to how it works and would make more sense in the Katyusha). Stuka is easily dodgeable for infantry and will wreck you if you are not paying attention to your support weapons. There was no need to ninja buff the Dive bomb.
Cause it means that any support weapon would be killed instantly unless they were behind green cover. Any mortar battle ended when SU got vet1 as it was easy to pinpoint kill the enemy mortar. If you knew about any unit behind yellow cover, it was an insta wipe, specially with the 120mm. Katyusha would fire 4 rockets which means wipe to any HT or support weapon, B4 could one shot any medium tank, and in combination with mark target, PV. I'll recognize that dive bomb is annoying on the higher modes as there are a lot of shit going on, but you can dodge it if you hear it coming. Sure it could kill medium tank in 1 shot but damage could be reduced to 320 instead of removing. Then we are talking about a completely new unit. It still would be good for erasing support weapons without counter play, one by one. ST and somehow Avre do this but you need to get closer. PD: since we no longer are able to construct Howitzer in base, i don't see the reason to be able to use offmap inside it. Specially when there are many which aren't able atm. In: COH2 Balance |
Thread: Conscript scaling17 Mar 2016, 19:08 PM
Emote, i/ or twitch chat slang helps ![]() In: COH2 Balance |
Thread: Soviet faction17 Mar 2016, 19:06 PM
First of all notice there's a difference between 1v1, 2v2 and 3v3. There's also a huge gap between AT and random or low and higher "skill" (you don't need to be asian with +150 apm to be here). Balance is made around 1v1, somehow 2v2 and trying to fix exploitable things which might be seen on larger game modes. Balance is also made about thinking on the expected performance of a unit been used properly (positioning, kitting, etc.) which generally implies a certain degree of skill. You need to combine this with changes that doesn't affect as much the top but are QoL for lower levels (for example the USF changes from last year). With that been said, you are right that there are certain units need a revamp or update to keep up with the new factions n changes, but they are far from been the worst or in bad shape. Rather it's more on a stale state. _______________________________________ From the core army, more or less: -T1 as a whole needs an improvement. Penals buff and changed, snipers and M3 tweaked a little bit (tweak doesn't necessarily mean a buff rather than a change on some aspects) -Maxims need to be support weapons and conscripts main line inf (need SLIGHTLY better scaling/upgrades, which doesn't mean weapons) and not the other way round. -T34-76 needs to be a bit more reliable with MGs (imo) and the Su85 needs to be less of a medium destroyer to help feel the gap of dealing a bit better with heavier tanks. Agree or disagree on the changes, i'll say some units need to be more reliable to be use. ________________________________________ Corrections But, I think, balance should mean, that game is equially hard for both sides - axis and allies. Right now it is hard only for allies and only for USSR and USF. All others, including UKF now can just relax and be happy. Randumbs 3v3+ is easier for axis than allies due to the lack of coordination and ease of scaling to the late game when they can defend at least 50% of the map. At lower brackets people tend to be less effective on the offensive which hinders the aggressive nature of USF and SU and their early game. Ok, Im really ready to listen their opinion "from them personally". Maybe they would even agree with me, don't you think? I don't want to read "retelling of someone's opinion from no-names". From the people who have their playercard available or are known (notice this is just a broad selection) and have commented here: -Highfive, Mirage, Aero, Iron Emperor, Insanehoshi, Tristan, Zarok, Blalord, myself ![]() In: COH2 Balance |
Thread: M1931 B-4 Howitzer - Let's do something about it!17 Mar 2016, 18:08 PM
And let's not forget folks - B-4 has one more ability, which is one of those "most loosy veterancy ability ever" right now, like Flare Mine maybe. Flare mine is fine. Specially against certain units formations or outside doors. For whoever suggest bringing back precision strike, they are insane. Start by making them cheaper and see how it goes. I'll like seeing a deconstruction mechanic added to engineers in general, so they can get a refund on static emplacements. In: COH2 Balance |
Thread: Conscript scaling17 Mar 2016, 17:54 PM
Someone didn't receive the sarcasm memo. Molo/AT nade upgrade could be fuse together or AT nade be cheaper fuelwise. Cons could be cheaper to reinforce at vet3 or add an upgrade after T3 which let them reinforce cheaper-. Penals should be doing the heavy carrying while cons soak damage. In: COH2 Balance |
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