1- In general: Increase accuracy, cooldown and reload.
2- USF: All sherman or 3x 7% increased range on nades for the lulz
3- SU: 3 M3 bulletins, 3 sniper, 3 maxim
4- OH: MG42
5- OKW: 3x shrecks or Kubeljesus.

Thread: What bulletins do you use?28 Dec 2014, 01:08 AM
1- In general: Increase accuracy, cooldown and reload. 2- USF: All sherman or 3x 7% increased range on nades for the lulz 3- SU: 3 M3 bulletins, 3 sniper, 3 maxim 4- OH: MG42 5- OKW: 3x shrecks or Kubeljesus. In: Lobby |
Thread: Veterancy: increase nade range27 Dec 2014, 18:37 PM
While i have been in favour of an overhauling on what benefits gives veterancy, specially vcoh2 vet1 abilities, what does coh2.org think about the 25% extra range? The only useful thing for this is to be able to nade an MG while being supressed or when stacking bulletins and nading from extreme ranges against unsuspected opponents. Anyways, does this improves gameplay? Would this improve anything at all MG performance in this specific scenario? What about a cooldown reduction instead ? In: COH2 Balance |
Thread: Mg42 change.27 Dec 2014, 03:55 AM
Change title to just MGs. This happens to all unsupported MGs. Ex: OMG Relic, he is Rnading from out of range of my MG with his vet3 Grens! In: Lobby |
Thread: The imbalance between Allied and Axis Infantry Anti-tank 27 Dec 2014, 00:50 AM
i'm kind of confused by the vet of OKW. OKW is supposed to be the veteran faction but they get more vet levels than everyone else, which kind of implies that they're not very veteran and so have more to learn (or that they're super people). they could have given them 2 vet levels and had them start at the equivalent of vet 1. would have solved a lot of problems with creep And what's the point of vet then ? Just give the buff and done. In: COH2 Balance |
Thread: Wehrmacht Ostheer26 Dec 2014, 16:10 PM
I guess all those top players at 2v2 who are also top 1v1 also don't understand their factions. Don't try to troll when: -You don't play the game. -You still have to show us your high level replay you promise several weeks ago. -.-.--.-.--.-.- Answering your post. 221 vs M3: So the fact that one has double the armor of the other one n has a turret makes it more potent? When you put a unit inside you are not just taking into consideration a 1v1 comparison. Sniper/Maxim spam: Since you decided to go the route of let's just consider 1v1. Show me a game on the tournament when someone went with sniper and maxim SPAM. T3: As i said, on the same way T34-76 won't compete with TA/Tiger, PIV won't have it easy either against an IS2. Against T3485 is a matter of teching vs call in price rather than the unit on itself. Against USF, it's just a matter of surviving the first 10 mins. After that is just who plays better. In: COH2 Balance |
Thread: Wehrmacht Ostheer26 Dec 2014, 04:00 AM
-Obviously this only talking about 1v1 and not even 2v2 and up.- My comment was more explaining WHY OH was underrepresented on the tournament. I didn't draw conclusion or denied anything on that comment. OST vs SU is fine. "Fine" if we consider that it's either a Call in vs Call in match up or stock vs stock units. Thing is, OH doesn't bring anything up to the table and OKW can do "everything" better without struggling against USF on most maps. OST vs USF. Thing is that most of the time you won't catch up fast enough in time or even survive during the early/mid game to make any kind of profit from it's mid-late game. I'm an advocate of adjusting mostly the OH teching, not so much unit performance. -.-.-.-.-.-.-.-.-.-.-.- 221 is as expensive as an M3 (20mp difference same fuel cost). Performance is fine, again timing and teching are the only issues. -.-.-.-.-.-.-.-.-.-.-.- Riflemen vs Gren: So mostly every engagement goes around a 2v2 model fight on which at the end of the day it's decided on RNG. Obviously a "crit" early on it's what decides mostly the result of the matchup. Gren will beat MP wise a Riflemen at long range. Basically, when played defensively and using cover. Thing is you won't capitalize this early on due to teching dispartiy between factions. In: COH2 Balance |
Thread: VI B and Teching26 Dec 2014, 03:20 AM
I don't see the reason it need to have extra MG bunkers inside and there are certain maps on which is impossible to navigate around it. Ex: Vauxfarmlands. In: COH2 Balance |
Thread: artillery and late game squadwipes26 Dec 2014, 03:17 AM
And here we go again. People don't want the game fixed/improved cause they are afraid on which order it's gonna be done. And knowing Relic's times, i can understand it. Ex: let's not fix call in meta, because we can't expect a better performance/timing etc of stock tanks. Anyways: "Everything changed when the nation of WFA attacked" In: COH2 Balance |
Thread: artillery and late game squadwipes25 Dec 2014, 21:39 PM
Why not both ![]() In: COH2 Balance |
Thread: VI B and Teching25 Dec 2014, 21:32 PM
I don't like that idea. If you pulled all 3 trucks, you did the tech and you should be able to pull out units out of those trucks. If the meta wasn't ruled by callins, imagine being 120fuel behind withouat access to T3/T4. At least OH buildings is cheaper due to expensive tech. AND USF has a big annoying base. In: COH2 Balance |
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