They were scrapped for a reason.
Not being able to retreat means you will instantly lose to suppresson. We used to play games in DoW2 1v1 that were "No retreat allowed!" and it was 100% whoever suppressed the other guy won. The only way this works is if the passive also buffed suppression resistance significantly.
Likewise, Wehrmacht with a forward retreat point introduces some balance issues because of how potent their support weapons and defensive structures are. Especially for 150/30 lol.
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Thread: 'Urban Assault Doctrine' and 'Not One Step Back Tactics'5 Apr 2016, 05:43 AM
In: Lobby |
Thread: Riflemen vs MG425 Apr 2016, 04:32 AM
Feels like classic CoH In: Replays |
Thread: "Don't Step on the Grass" bulletin doesn't affect...5 Apr 2016, 02:21 AM
Teller Mines are always 50 munis now. Only S-mines are reduced. In: COH2 Bugs |
Thread: Anyone Skipping Tier 1?5 Apr 2016, 00:31 AM
I still like to get T1, but I've done a few builds that skipped it. I've started skipping T3 though which I like a lot. |
Thread: HOW to FIX MG's in this game4 Apr 2016, 21:59 PM
Awesome. I don't have a problem being corrected I just meant instead of arguing about if it needs changes or not it's better to talk about what changes might be. It's meant to be very small. I'm not a fan of large changes. In: COH2 Balance |
Thread: HOW to FIX MG's in this game4 Apr 2016, 17:38 PM
I decided I'd rather have a productive discussion rather than fling shit back and forth. maxims were nerfed at one point but I wouldn't know if they got buffed since so maybe you are right.
Their suppression/set up is fine imo. They have a shittier arc for a reason, making flanking them much easier than a MG42 or MG34. Nerfing their effectiveness at doing their primary job would just make them never useful. The problem with maxims is spam, not 1-2 being used as support weapons. All support weapons all have 1.25x received accuracy already don't they? I remember that being a change years ago, no idea if it was removed ever or not. Always hated it to be honest, because it just leads to bullshit like killing a weapons team from the front before they suppress you. If you're standing on top of a weapons team then you'll kill it quick enough without the bonus and it will be utterly defenseless. Their reinforcement cost is artifically low, not sure why. It should be (unit cost*0.5)/2 and thus be 20 mp per reinforce. I think their build time should be increased from 24 seconds 28 as well. This would make maxim spam builds hit the field a lot slower than say conscripts whereas right now they're equal. This will delay their early game map control and thus resource income. P.S Zarok I would love to play a couple 1v1's sometime. Wouldn't mind being able to practice a bit against heavy maxim play! Steamid assassin2470 add me. In: COH2 Balance |
Thread: Light Vehicles need some adjustments4 Apr 2016, 15:01 PM
I agree on the Kubel. I think the dodge is in an okay spot. Remember it comes with a free refund button. Also an extra repair squad. You can use a rear echelon to refund it with and use the extra vehicle crew for all sorts of strategies. Can also use riflemen to drive around in a clowncar which is extremely strong. 222 free upgun has always been shit design. I'd really like to see it go back to being like a 45 muni upgrade atleast. I'd prefer that to a generic cost hike on the current 222. In: COH2 Balance |
Thread: HOW to FIX MG's in this game4 Apr 2016, 14:39 PM
Everyone has off games. What would you suggest as changes to the maxim then? In: COH2 Balance |
Thread: HOW to FIX MG's in this game4 Apr 2016, 14:33 PM
Please, they're a shadow of their former glory. As I said, the only problem I have with them is their effectiveness against other MG's. Which has always been ridiculous. I remember back in 2013 I was doing maxim builds and talking about how great they were at beating MG42's and countering grenadiers and no one believed me. They all insisted they were utter shit for months until the meta caught up. Then they got steadily nerfed since then. They're pretty much fine now, it's entirely a L2P issue. 6 man support teams was flawed when the game was released and its still flawed today. "Waah muh sniper can't kill them fast enough" They have 6 men because their weapons are shittier and they don't have the firepower to really defend them as well as other factions do. Their sniper counters are also all in the other tech building as well, whereas everyone else gets more streamlined access to either countersniper or light vehicle. There are also economic reasons: soviets would bleed way too much manpower if they had 4 men. (Effectively raising reinforcement cost by 50% on maxim/mortar) This might be interesting since you could use Merge to reinforce for cheaper but I'd rather keep the flavour of 6 man squads than turn everyone into the same 4 man MG bullshit. In: COH2 Balance |
Thread: Sappers flamethrower - Damage against cover4 Apr 2016, 14:21 PM
Those flamer changes were 7 months ago? Pretty lazy Chances are the guys working on new content aren't the guys actively working on multiplayer. Probably just copied a flamer from SP or something. (Maybe Brit campaign considering it's called tommies flamer?) Relic has always had these sorts of issues. The guys who make the campaign/theatre of war etc aren't privy to balance necessities and seemingly no one thinks to check this stuff ever, it's always the community that finds it. In: COH2 Bugs |
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