(2) Prepare a Zis, or a AT nade equipped Cons, or Star Wars tractor beam Guards, overwatching THE MOST unlikely route
That made me lol, but seriously Kats are WAY over performing.
Thread: Comparison of Kat & Stuka after heavy usage30 Jul 2014, 12:50 PM
That made me lol, but seriously Kats are WAY over performing. In: COH2 Balance |
Thread: Multitude of OKW bugs (and one ostheer)28 Jul 2014, 17:20 PM
what makes you think its a bug Because mortars are not supposed to be able to retreat with a single man, and if it was not a bug it would be consistent. Here it only happens sometimes. In: COH2 Bugs |
Thread: Wehrmacht T428 Jul 2014, 12:36 PM
T4 is a long expensive road to hoe, and gets you three units that are of little use. Two of them (Panther and Werfer) vastly underperform, and the Brumbar is a niche unit and hardly worth teching for solely. Either buff Panther and Werfer or reduce the cost of these units. Alternatively you could do both (buff and cost change). Panther needs to be lethal to tanks for its placement in the tier. Right now it struggles against anything more than a low cost medium tank. Werfer needs to halt blobs in their tracks. As it stands it mostly just makes some noise before the Kats kill it with a rain of death. In: COH2 Balance |
Thread: Multitude of OKW bugs (and one ostheer)28 Jul 2014, 12:30 PM
Another common bug- MG34 and MG42 setting up 180 degrees from the given orientation command. No idea what's causing it though, seems entirely random. +1 This bug! I thought at first it was a misclick by me until I watched a MG team do this, very annoying. Another bug: I think a new retreat bug has turned up as well, squads will now often linger after beginning to run, sometimes for me they even run back towards the enemy. I know retreat has been bugged from launch but the amount of times I see this and the way it happens now feels new. And another: Also mortar teams, other than the 120mm, can sometimes survive with only a single member in the squad. If the retreat order is issued before the 2nd team member dies the last man will pack up the mortar and return to base. In: COH2 Bugs |
Thread: Ostheer grenadier rifle grenade BUG28 Jul 2014, 12:23 PM
Also wanted to confirm that this happens for panzerfaust. More annoying because it will fire but nothing will happen when it hits a vehicle (deflection, penetration, or otherwise) still costs munitions. There is also for me a noticeable delay now between the issuing of a grenade order and its execution. Can take more than 3 seconds for the command to be started! This is completely unacceptable in a fire fight. In: COH2 Bugs |
Thread: Official Sturmpioneer thread18 Jul 2014, 12:38 PM
These unit's are still OP in the opening. They do better damage than Conscripts at any range. If they are going to be the new 0CP Shocktroop there should be a range that they aren't the best at. I don't think they are OP but I don't like how early they drop on the field. You have PG's as soon as the game starts, with the added bonus that if you pick the right commander you can wall off sections of the map with uncutable razor wire. If SP's flank a maxim its over, because the gunner will keep dying and dropping the gun. This also feels broken to me. The other player should be allowed to retreat. I also dislike SP's because they nullify CE's unless you buy flame throwers. CE's have to either stay close to the conscripts or be ready to retreat instantly. Finally SP's with 3 or more levels of vet are straight up stupid. They are crazy efficient and have and very capable of eating up almost any infantry unit they run across. Final thoughts: Unit is balanced but terribly unfun to play against. These units should require an upgrade or be moved later in the tech. In: COH2 Balance |
Thread: Report the time between your war spoils!15 Jul 2014, 14:58 PM
From your values (which are reported well), it takes about 2-2.5 hours to get a drop. That is straight out ridiculous. If more people post in this format we can get a fairly good estimate of how the system works. In: Lobby |
Thread: Opinion on recent responds Relic made regarding War Spoil15 Jul 2014, 14:54 PM
I have to admit that playing against the unlocked commanders for Amer and OKW is becoming really annoying. I have lots of play time and I get a single useless commander drop (Storm doctrine) and I have to go against good commanders. If you are going to make it random it needs to be easy for everyone to get on the same field. It's really not fun to feel like you are losing to something you can't have because of random luck. I honestly feel like I paid for 3/4's of a game. In: Lobby |
Thread: Support weapon health visible now10 Jul 2014, 16:31 PM
Agreed. This is a step in the right direction, please also place gun health below unit health bar. In: COH2 Gameplay |
Thread: Opels are broken-----Bugged after the recent update10 Jul 2014, 16:30 PM
@Cardboard You are largely correct, now in team games you should defer to a cache. However, if the game begins to drag (or you expect it will) you might consider also getting an Opel. Now you can "Over secure" a point in a sense (OP and Opel). If you are toe to toe with another player in the long run you can earn more resources than they can. Even though this doesn't help your ally you still benefit and can thus be of greater strength to the team. Opel moves from early team game "must have" that gave an unfair advantage (especially in larger teams), to a strategic decision, which I think is good. Ignore Katitof, he is correct in a sense but belligerent. In: COH2 Bugs |