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Thread: Urban Tactics vs Ost2 Feb 2016, 12:10 PM
Really liking the early mortar in this match up. In: Replays |
Thread: Ultimate Balance - Allow Mirror Matchup2 Feb 2016, 08:29 AM
This was something Relic was thinking about way back in beta, if I remember correctly. The reason mirror matches don't belong in CoH2 are as follows: 1. Franchise legacy. Coh1 never allowed it. 2. Historical representation. Again, axis vs allies. 3. Gameplay balance. Everything is balanced around asymmetry. 4. You can't have a leaderboard/ranked matchmaking system with two separate pools: players playing mirror matches and players who aren't doing this. It would invalidate the ranking system entirely. It has to be all or nothing. It's the same reason each faction has a separate rank rather than players having an overall rank. (Which was actually the case in DoW2, with your most played race showing up on the leaderboard.) As it stands, there's already a way to play mirror matches. And a lot of reasons to not add them. In: COH2 Balance |
Thread: What do you think about T0 mg's2 Feb 2016, 08:02 AM
Different factions have different strengths. America has stronger infantry with great fire on the move, so they don't get suppression right away. Brit tommies are great in cover and garrisons and get excellent suppression, but they don't have much in the way of smoke abilities. (Until Cromwell anyway.) Soviets have cheap, spammable infantry and great light vehicles but their infantry lacks the same stopping power as other factions with their weapon upgrades. Every faction has the tools to do every job, just in different places. (And most doctrines provide tools that fill in the holes. I.E flamers for USF and OKW, PPSH and guard rifles for soviet etc. Some factions require units to work together a bit more, while others have more independent counters. Honestly there's already been enough homogenization in the game. [rant] Why does every faction have the exact same mines? Whatever happened to those cheap, spammable USF mines? Why did Relic give OKW, USF and Brits fucking sandbags when the whole point of Conscripts having a sandbag wall was to give them an edge over stronger, more upgraded units? (Especially when brits and USF have trenches/fighting positions...) Why are throwables all inconsistently performing yet the best grenades in the game are cheap as shit? (Grenade assault, anyone?)[/rant]
Team games are shit. They didn't even divide the resources by amount of players in this game like they did in DoW2. It's horrendously imbalanced trash and never will be balanced until Relic fixes the economy. Every Relic game I've ever played has had maps where people rush an MG into a key building. The way to be successful there was just to stack another part of the map with a teammate. Why not just ignore whatever part of the map the houses are at and attack your opponent in their backline? Are all four players in a 4v4 game building early machine guns and placing them everywhere on the map? There's going to be holes in their coverage, and if not you can make them with plenty of tools. Also, CoH2 is the only game that has smoke that completely stop a mg in a house from doing anything and has the weakest suppression out of all three of Relic's games to feature suppression. (Coh1 and DoW2 both had much faster suppression. Green cover in Coh2 largely negates it entirely.) Every faction save for Brits has extremely early access to smoke. (most of brit smoke is on cromwells/vet0 comets.) Every faction has some sort of transport vehicle available pretty early on, except for OKW. Honestly, if people learned to use the smoke barrage once in awhile on their mortars, they'd have a much easier time. In: Lobby |
Thread: Penalties to AT squads2 Feb 2016, 06:08 AM
There are already penalties to AT squads, problem is that Volks get the lesser penalty whereas Riflemen with 2x bazookas get more, yet arguably perform worse. Volks actually gain vet faster with schreck and end up doing significantly more damage with the remaining 4 rifles than if you leave them with 5. Complete no brainer upgrade. In: COH2 Balance |
Thread: Fixing Volks - MP40s for shrecks2 Feb 2016, 05:29 AM
Can somebody explain to me why volks are an issue but dual zook rifles are not. these guys are even worse then the vanilla vg's American players don't remember to buy weapon upgrades ever. In: COH2 Balance |
Thread: Sov vs OKW: Broken Match up2 Feb 2016, 04:49 AM
Actually, Luchs was about the same before. You had 40 starting fuel, so you only needed to gather 85+60 = 145 fuel to get a luchs. Right now you have to spend 15+60+65 = 140 fuel. With conversion you also could have nearly identical fuel income as you do now. I was doing a lot of ~7-10 minute luchs builds before Relic nuked OKW which is more or less what I see people doing right now. The only different is the old Luchs required you to economize to get it at the timing while the current one is easy peezy to get. There's about 100 problems with current OKW and 90% of them stem from the increased income. Are we really just going to keep increasing the cost of OKW units to compensate? Or we can revert this stupid fucking patch already and tweak OKW in a more intelligent manner. /rant I hate the new OKW design with a passion. It's not even fun to play anymore. In: COH2 Balance |
Thread: What do you think about T0 mg's2 Feb 2016, 04:44 AM
Everyone always fucking wants all factions to have access to the same tools at roughly the same times. It's quite irritating. What makes factions interesting is that they don't have this access. USF has Volley Fire to make up for their lack of early machine gun, Soviets can build t2 and a maxim within the first 10 seconds of the game. Factions having different tools at different times is hugely important. OKW had kubelwagons, but Relic went and fucked up OKW up so *shrug*. Gotta make do with MG34's, flak emplacements or flak halftrack. I don't think Wehrmacht needed T0 HMG, I'm not really sure why that was changed, but it's not a problem. Rushing my MG to the house on Semosky as Ost While summer Semois is easily the shittiest map, you can circumvent this sort of tactic simply by capping the other side of the map. Theoretically if he has a 260mp MG42 in a house and you have an extra 260mp in units you'll smack his army if he does engage you with everything else. (Which he probably won't anyway) In: Lobby |
Thread: What's up with Infantry Section Vet 3?2 Feb 2016, 00:35 AM
Reloads faster, coolsdown faster, is more accurate. DPS is misleading when all entity deaths are dictated more by criticals rather than raw hitpoints. (And thus accuracy + higher rate of fire is more meaningful than damage per hit.) It's definitely an upgrade. In: UKF Strategies |
Thread: When to push?1 Feb 2016, 23:51 PM
Soviets should be pretty aggressive on capping/map control throughout the entire game. That said, you don't need to rush. In the late game I like to just use a katyusha to wear my opponent down while I play for VP's. Poke his base a bit with a t-34 or something while he pushes out so he has to send stuff back to defend. A sniper is a good investment in the late game too to bleed his manpower. |
Thread: Full meta maxim spam1 Feb 2016, 23:23 PM
I could see the med bunker being really strong. Get an early flashlight halftrack so you can flank better, maybe feurstorm for sturmpio flamers to rekt him if he's in a garrison. An ISG would be good too. Follow up with a flak halftrack and he has to build an AT gun. I haven't fought anyone who has done this though yet. If anyone wants to play a spam maxims at me for a few games so I can try a few things out that'd be lovely. Steamid assassin2470 In: OKW Strategies |
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