No not really. And I;m not about to go buy the packs just to see if you're right.
You should get the largest TOW bundle - 1941 - with the base game
Posts: 3552 | Subs: 2
Thread: 1941 Factions21 Apr 2015, 09:37 AM
No not really. And I;m not about to go buy the packs just to see if you're right. You should get the largest TOW bundle - 1941 - with the base game In: Lobby |
Thread: Passive Defenses21 Apr 2015, 09:26 AM
He was going to be my Go-To guy when we get around to doing Soviet Defensive Commander Guide; however he is working a lot now and doesn't post here very much However, I shall see what can be done In: COH2 Gameplay |
Thread: Passive Defenses21 Apr 2015, 09:16 AM
I now refer to it as "Spikygrad" It's a horrible mix of mines, demos, tank traps, sandbags and everything else. I've seen so many sandbags put down that Falls cant get out of the house they spawned in. In: COH2 Gameplay |
Thread: Passive Defenses21 Apr 2015, 09:13 AM
We do need a good Defensive Theory guide, if people knew how to use them properly games would be more interesting. Ok, I shall add it to my pipeline Thanks to those that expressed interest In: COH2 Gameplay |
Thread: Passive Defenses20 Apr 2015, 20:39 PM
Which is good, because fuel wins matches SOP on Steppes is two each fuel, or go 3 to island. Then lock down whatever you take It's not just a matter of knowing how to defend something, it's knowing why it needs to be defended... In: COH2 Gameplay |
Thread: Passive Defenses20 Apr 2015, 20:07 PM
I have considered doing an 'Art of Defence" Guide because a lot of people use defences very badly 1) Not building them at all 2) Building too many of them and in the wrong places 3) Leaving and relying on them to stop an enemy cold by themselves 4) Camping behind them Like going to the North VP on Steppes and camping the munitions whilst building a great wall of wire and sandbags. You then 4v3 his teammates on the fuel, ignore him and kill him last In: COH2 Gameplay |
Thread: Passive Defenses20 Apr 2015, 20:02 PM
"an obstacle not covered by fire is not an obstacle" People tend to forget this and instead just throw an S-Mine field up to deny a point and then just leave. All your opponent then needs to do is buy sweepers. But S-Mines, covered by an MG with armour on call to deal with tanks - different kettle of fish In: COH2 Gameplay |
Thread: [Feedback requested] - balancing issues in large team games20 Apr 2015, 19:35 PM
People play 4v4s for action and big battles though. I think those game modes would lose a lot of appeal if everyone had reduced incomes. This is entirely true "Make 4v4 more like 1v1" kind of ignores the reasons people play 4v4 in the first place In: COH2 Balance |
Thread: Changing IS2 back to 240 damage20 Apr 2015, 19:29 PM
Wait for Custom Commanders: Repair Station Recon Guards in M3 Incendiary Barrage IS-2 In: COH2 Balance |
Thread: Changing IS2 back to 240 damage20 Apr 2015, 19:27 PM
What a lot of people forget, or possibly never considered, is that some Commanders were also intended for use in TOW, and originally you were hardwired into using a limited selection. Now it is very hard to design a Commander that works in 1941 TOW and is also useful in 1944-5 MP. That is why the Soviet Common Commanders include 2 that are good in MP (in fact the two best) and 4 of the ones that are vanishingly rare. There is a similar issue with Ost. Now, Relic have never come out and said this, but it should be quite clear if you consider it for a moment. In: COH2 Balance |
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