Camping in the woods as well Kappa
That's a veto on 2v2 and as USF.
Thread: Jadtiger and isu 1523 Oct 2015, 18:56 PM
That's a veto on 2v2 and as USF. In: COH2 Balance |
Thread: What is the most game breaking doctorine?3 Oct 2015, 17:29 PM
Makes a poll > doesn't like the result. Don't ask if you don't like to be answered. Try harder next time, instead of posting 2 times the "same" pic (15s difference). ----------------------------------------- Vanguard*1 >>> Rifle*2 >= Elite*3/ShockRifle*4/Whatever meta commander *1: not much to say. *2: the whole combo. Vet1 Rifles in combination with flamers (flames are really on the strong side of the balance nowadays) to finish it off with all-around E8. I forgot WP also. *3: Some may not like the vet ability, but is balanced. The TA is always gonna be controversial. At least no more triple tap (TWP). Design wise is strange, since it rewards making lots of damage, been aggressive to make equivalent the mp drain and losing it eventually. *4: More like KV8 is good nowadays cause flames are REALLY good ATM. 3/4/Meta commanders are mostly balanced or at least fair. In: COH2 Gameplay |
Thread: Jadtiger and isu 1523 Oct 2015, 14:44 PM
Let me guess, Rails and metal ? In: COH2 Balance |
Thread: OCF recap thoughts2 Oct 2015, 21:42 PM
Snip Regarding the qualifiers: I said it previously, why not seed the "top" ranked players further on the brackets? No one expect a no ranked player (someone who doesn't have 10games or hasn't touch a faction in a whole month) or some rank500+ to defeat any of the top50 on the ladder and those guys can't really get anything from a double 10min 500-0 game. Tournament format: we had practically a tournament of 256th players with 8 qualifying for the finals. 32 players were seeded, but there was a huge disparity on the quality of matchups between them. Proposal: This is quick aproach, taking into account the numbers of this tournament. Q1-Qualy first group: You had 228 players which you need to filter to 32. Bo1 mostly. You could go for a Bo2 (VP difference) for the qualifying 32 players. This puts an "artificial" clock, which might make it almost a Bo1 for games on which there's a huge VP difference. Q2: Top32 seeds plays with 32survivors of Q1 - Bo3 R3-R4 Equivalent Q3: Top16 seeds plays with 16survivors of Q2 - Bo3 Equivalent R5-R6 You want a good seed position for the tournament? Well ladder up (Make it average from best Axis/Allied faction requiring at least 20 games with them) In: Lobby |
Thread: Top 5 Reasons as why the Cenatur does not need any nerf.1 Oct 2015, 22:51 PM
Mods, is this really a new account? I'm getting tired of the alts we have seen on the last weeks. PD: nerfhammer will arrive. It's a matter of when and how hard it will hit. It just needs reasonable performance likewise the Ostwind. In: COH2 Balance |
Thread: UKF Sniper not hitting garrisoned troops1 Oct 2015, 22:47 PM
I remember Alex saying a week or so ago that it was 50-50 for both. I correct him later via pm. Both snipers have 2.0 accuracy. tp_garrison_cover SU: accuracy_multiplier: 0.4f; >> 0.8 OH: accuracy_multiplier: 0.325f >> 0.65 UK :accuracy_multiplier: 1f >> 2.0 (Never miss) In: COH2 Balance |
Thread: Handheld flamer doing 0 damage against OKW buildings1 Oct 2015, 22:38 PM
I didn't post it earlier cause i was lazy to do recordings (same with a bug regarding IR HT since WFA ). Anyway, thanks that we have this on trending. Had similar experience with Penals flamers (PTRS do the job faster :/) In: COH2 Gameplay |
Thread: USF commanders1 Oct 2015, 22:33 PM
Regarding Recon company: -Fix the Rifles vision ability. -Make those Pathfinder equal to the ones on Airborne, just been 3 man with 2 "crit" rifles. -Make the Greyhound come with skirts by default. Improve a bit the main gun. Isn't it 3CP although ? -Regarding the 900mp drop. >>>"Double paratroopers comming with weapons" and you remove the AT gun >>>Make it drop a Paratroopers with bolster zooks, thompson and empty AT gun. 2.The AT gun and MG cost munitions to drop in exchange for a reduced manpower cost. This can be like the new british commander. (don't have it myself but the premium one w/o a croc). It would be a fair tradeoff since it would trade late game p47s for a greater mid game presence. I can get behind this. In: COH2 Gameplay |
Thread: UKF Sniper not hitting garrisoned troops1 Oct 2015, 21:28 PM
Ironically, once you do this, he will get a guaranteed kill on every shot, never missing, as opposed to the German and Soviet Snipers, who have a 50-50 chance of missing against garrisoned units. In fact, i think it's something like 65% for OH and 80% for SU. Can't remember well. In: COH2 Balance |
Thread: OKW Elite Infantry and some other Issues1 Oct 2015, 20:11 PM
Sturms: could get a lower vet3-vet5 xp requirements. Medkit package could be less expensive. But i'll rather it be heal with AoE, slower, cancelling if entering in combat. The idea is to depend less on Medic HQ at the expense of munitions. Sturm Offizier: give it vet levels. Once it levels up, further reduces the chances of retreating after getting the officer killed. Vet2-3 50/50 chance of retreating/pinned. Vet4-5 50/50 between suppressed/pinned. Panzerfussilier: no change. They are fine. Flak Halftrack: +20hp. Did anyone checked it's performance against units in buildings nowadays? Falls: remove building spawn. Make them paradrop. Reduce call in cost to actual unit cost. Change i might consider > Give them 2 MP40s and retain same DPS as now. Ober: reduce by 20mp. Remove passive suppression at vet4. Replace with same suppression ability as 1919 Paratroopers. MG34: leave performance. 1-Swap Kubel with MG34. We had already swapped SturmTiger with PIV so i see no problem in this regard. 2-You could leave the Kubel, have an upgrade which unlocks MG34s (125mp; 10f) and replace call in MG34 with MG42. In: COH2 Balance |
10 |