If this was ONLY OH vs SU:
Call ins > Stock tanks
OH stock tanks > SU Stock tanks.
Since you were playing with OKW:
You have enough tools to deal with an IS2.
Since theres no more info, i expect it was just IS2.
Profile of elchino7
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My controls weren't working
And if they were, you were playing dishonorably,
And if you weren't, you were playing without skill,
And if you were, it's not fun to play that way,
And if it is, you only care about winning.
Bible of Scrublord, Psalt 3:16.
And if they were, you were playing dishonorably,
And if you weren't, you were playing without skill,
And if you were, it's not fun to play that way,
And if it is, you only care about winning.
Bible of Scrublord, Psalt 3:16.
Post History of elchino7
Thread: IS2 since rework to at nade pen is now op12 Dec 2014, 20:02 PM
In: COH2 Balance |
Thread: Luvnest's state of the game report12 Dec 2014, 17:36 PM
Wait a minute. Everyone is friendly and agrees with eachother, 6 pages and it haven't devolved into a flame war. Even Relic replies with positively to it. Christmas spirit. In: Lobby |
Thread: Fantasy Faction X: Artillery11 Dec 2014, 17:39 PM
I like the 2 Su76 votes In: COH2 Gameplay |
Thread: Fixes for the game's worst abilities.10 Dec 2014, 17:43 PM
The M3 is not a fighting vehicle, it's just a HT that if you are brave enought you can use it as a big clowncar. Fuelwise it could go down by 5 to make it equal to OH HT. Thing is, the doctrine is supposed to work with the withdraw ability. Nice on theory, but it really doesn't work at all. In: COH2 Gameplay |
Thread: Master flamer10 Dec 2014, 17:36 PM
#rekt Working as intended In: COH2 Gameplay |
Thread: Fixes for the game's worst abilities.10 Dec 2014, 06:27 AM
I've also being playing since beta and i've made threads regardings the same things. But it seems you don't realize how balance should work. You don't flip over how an ability works just because it's underpower because you then'll have to make nerf it again (Katyushka patch). If you make an ability that cost munition passive, that's a massive buff. You don't make unuseful commanders attractive by giving them OP things. I'll start again and giving further explanation. Vehicle detection: make it 3CP passive for cons USF army has forward observers ability on it's rifles on the Recon support company. So that's why i think it wouldn't be bad as a passive ability for cons. Trenches: what's wrong with them? They are free so... I'm not 100% but they have better bonuses that buildings. It's multidirectional green cover which is not affected by distance. Con repair: fine Advance Warfare tactics. Con spam into T34-76 into 85s. You have plenty of repair guys. All of what you suggest fit more on the defensive commanders. Similar to the point before. So you don't improve this ability rather than the community defensive commanders. Riegel: remember that it's 100% to inmobilize. Just like the M20 mine. They are only effective against Soviets, because USF can always 1s crit repair it. AND the teller is more accesible and deals more damage. Who the hell uses Storm and Jaeger Armor is more meant to counter ISU152, so you won't see an ISU152 charging into your Tellers/Riegels. If you just gave it to Pio, it would simply replace the Teller. At most you could give it to the Scoutcar. Rapid conscriptions: your suggestions are just over. The ability needs some tweaks but not what you suggest. Relief Infantry: similar Your other options were: -reduce muni cost to 45 and 30 muni. Lol. Be realistic. -Instantly give squads (mp) for 120/90muni with the possibility of extra squads. 480mp+240*X or 400mp+200*Y If that would be the case, the cost of the abilities would rise. Thing is, it's just stupid that we have commanders which are practically the same but theres one which is clearly supperior. The overlapping of abilities is insane. NKVD: needs the commisar, You could receive Penals instead of Cons. Reserve: needs useful Irregulars. Irregulars should count towards units lost and maybe replace with Irregulars. Con support: MAYBE this would be the only one that should be passive but with a higher count, at a higher CP level AND crappy cons like in the campaign. No abilities, just merge, molotov, hoorah. Meatshield for the lines. Relief: make it so Osstruppen counts towards unit lost. You might reduce the cost but not as much as what you said. OR make it secure value. Once you pay for the ability, you'll receive 2 squads of Osstruppen after the death quota has been achieved. The death quota should be just 1 more squad than now, since it's secured value. German Infantry: replace bombing strike/light arty with G43/Fuel to munition. In: COH2 Gameplay |
Thread: Fixes for the game's worst abilities.10 Dec 2014, 01:25 AM
1- They already give you bonus justs like garrison. Dunno how much is it. You can also use them to spawn OKW units from them. I don't know what people expect of a freaking trench. I'll say it's a bit worst for OKW since they already have sandbags (much better specially to block roads). 2-My bad. M3 HT. In: COH2 Gameplay |
Thread: Fixes for the game's worst abilities.9 Dec 2014, 23:32 PM
If the list, which fixes do you think are overkil and which are fine? These are abilities I NEVER see people use so I think some overkill is needed in order to see them being used for once. Most of the abilities made passive are overkill. Vehicle detection: make it 3CP passive for cons. Fear propaganda: it's on a fine state Rapid conscriptions: your suggestions are just over. The ability needs some tweaks but not what you suggest. Relief Infantry: similar Trenches: what's wrong with them? They are free so... Con repair: fine Dodge: yeah, a bit underwhelming. 15fuel could work. M5: it just needs to arrive at 2CP Railway: 160 at minimum if you want a copy paste of a Stuka dive bomb. I'll just say that maybe add a shell and increase a bit more the spread after the first shell. Riegel: remember that it's 100% to inmobilize. Just like the M20 mine. Command Panzer: buff units and it's a good at AI. It's fine. Ambush camo: passive it's too strong. You don't go full YOLO when you suggest balance changes. In: COH2 Gameplay |
Thread: Fixes for the game's worst abilities.9 Dec 2014, 16:22 PM
While there are some abilities that are UP, some fixes are overkills or some abilities are on a fine position. In: COH2 Gameplay |
Thread: MGs in Buildings9 Dec 2014, 16:21 PM
I knew the reload was normalized but i still thought that reload bulletins might improve turning inside the house. In: COH2 Gameplay |
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