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Thread: October 4th Update4 Oct 2016, 21:32 PM
Clicked for USF mortar fix, trolled by Relic, long sigh. In: COH2 Gameplay |
Thread: COH2 DLC 10th Anniversary Skin Pack4 Oct 2016, 18:47 PM
Is the goal to hurt my eyes with color? Why is there no info on this on their homepage even though they are advertising the humble bundle there? [I already know why its a rhetorical question. GG Relic GG] In: COH2 Gameplay |
Thread: COH2 DLC 10th Anniversary Skin Pack4 Oct 2016, 15:39 PM
New skins are good. Wish a USF mortar fix was in the works. In: COH2 Gameplay |
Thread: OKW early game dominance4 Oct 2016, 15:38 PM
Please play nice, especially to first time posters. OKW have a high DPS high bleed unit to begin the game. This unit is powerful but only if you ignore the number and types of supporting squads it gets. If you are having problems with SPs feel free to drop a replay in the replay review section of the forums and a strategist will respond. My current opinion is that SPs are overburdened with utility not that they are too good in the early game. In: COH2 Balance |
Thread: Man there's some terrible 4v4 maps out there...3 Oct 2016, 17:13 PM
i like montargis... I guess everyone is allowed to have their opinions but this map, to my mind, is a mess. Fuel points are too close together they both frequently fall to the same team. The map encourages stupid gimmicks like partisan only armies or FHQs, or SimCity. Non-turretted vehicles have insane pathing issues, and flanking is impossible in all but the simplest of cases. Hill 400 needs to lose the watchtowers, and then it would be great. Resource points are in contention entire game. Steppes is ok, but definitely favors late game German heavies. Tank play is interesting and dynamic. Numerous strategies are possible. Hill 331 does not work in COH2 at all. Differences in height only exasperate the problems with this map. Roads should at minimum not be trenches so that units can exit and enter them from anywhere along their length. General mud is too large, and the mud is placed simply to make vehicles slow down as they approach combat. OKW FHQ has a profound impact on the way in which gameplay goes, and not a good one. Vielsam makes no sense, and is a nightmare for non-turreted tanks because of elevation changes. Losing an ally to a drop ensures defeat as the computer continuously runs into the minefield giving CPs to a player on the other team, and giving that player extreme acceleration on their heavy tanks. Fuel is hard to contest and map is so large again that FHQs have huge impact. Lienne Forest has a forest, we get it, but does it need to stop all light vehicle play? The city is interesting to fight for. Resource points need to be contestable, fuels outside a base partially covered by base MGs are stupid. Lorch Assault is confusing and is boring to play. Games can end if one push is successful because a 5-cap goes into effect, which is almost 2 vps a second. That gives the other team <250 seconds to get back on the field, which sounds like a lot, but factoring in retreat times and movement that means you are looking at near certain loss if you lose your first encounter. Retreat paths are too long. That harbor map is a camp fest, and numerous points are completely incontestable further encouraging minute 1 turtling. Narrow choke points cannot be used in 4v4 maps that are already small and funnel combat. Possible elimination of many resource points would help to slow tech speed and encourage more effective infantry play, but the ability to deny whole areas with single MGs still means light artillery would be the go to. Essen steel works is ok, retreats are a little long without a retreat point. Why are bases so far back? Map itself allows points to remain in contention for almost entire game. Red ball is too linear but its not that bad. Hedgerows should be removed to allow more interesting play, as it is single MGs actually contest a fuel and a VP point. Brit simcity works wonders on this map (never a good thing). In: COH2 Gameplay |
Thread: Appeal of playing Ost?30 Sep 2016, 17:49 PM
Ost is a generally diverse faction, no unit alone can function (except maybe 222's). Getting it to work requires near constant micro, anticipation of enemy movements, smart engagements, and ultimately good tank micro. When you pull it off it is very sweet. I like playing Ost a lot, but I just get annoyed when I have to fight sniper mortars or Brit emplacements, the faction itself is still fun to play. In: COH2 Gameplay |
Thread: Why did Panthers seem to work in Coh1 but not in Coh227 Sep 2016, 02:50 AM
Comparing COH1 and COH2 tank play is like comparing American football to football because they have the same name. COH1 had a completely different tech structure against a completely different Allied faction(s). You can argue with me that COH2 Wehr is similar to COH1 wehr, but the similarities are mostly in unit name alone. In addition, the factions it faces off against are very different than the Americans from COH1. The problem with the Panther right now is that it is hard to budget a T2 to T4 push, which is needed to support this unit. A linear tech through the entire tech tree is near impossible in any game mode, expect the longest 4v4 games. Usually though you get 3 levels of tech and then rely on call ins. In summary the games are very different, the Panther needs a small amount of love to bring it in line with other units, a good sign the balance is close. If you don't believe me go play COH1 again and see how tank battles resolve, they bear only a slight resemblance to COH2. In: COH2 Balance |
Thread: USF instant critical repair25 Sep 2016, 18:00 PM
Increasing vet requirements for crew is near meaningless since most crews will be vet 3 in a matter of 1 or 2 shots, or after 1 engagement. The only thing this will punish is light vehicle play, which relies on these abilities to get out of trouble quickly. The ability is not fair, and should take longer, possibly an increased cost to use. Ultimately this is why vehicle crews really don't work well and should never have been added. It creates a weird discrepancy in the way vehicles operate. In: COH2 Balance |
Thread: Sturm Offizier's "Mark Target" 25 Sep 2016, 00:43 AM
This was in the game when OKW released, and was removed ~1 year ago I think as a ninja change. Since Relic is hard to gauge, could be a feature, might be a bug. I give it 40% odds its a bug. In: Lobby |
Thread: Spare a thought for the thankless role of community managers24 Sep 2016, 22:30 PM
The internet allows people to troll freely. We should, as always, treat people as we want to be treated, even when they do not always return the favor. Obviously death threats and physical harm are completely uncalled for and I am sorry that any person feels the need for such things over a game, or at most a job (in some professional games). In: Lobby |
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Latest replays uploaded by Imagelessbean
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VSFullMetalDesa no pasaran Kansas Kobra KcatImagelessbean [AEF] Appleseed CKOPПIOH (UA) KowalskiBugged AT gunby: Imagelessbean map: Essen Steelworks1-1,234
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VSImagelessbean ManxMarriner Richarddear||AD||1215[TATUZ] Black Dynamite [TATUZ] Blue Semtex? [TATUZ] White TNT?ISU 152 nerfed, you decideby: Imagelessbean map: Rzhev Winter1-1,232
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VStorr CaptainDipshit Mandalore TheGuyWhoLikesCatsImagelessbean Von Strachwitz Goldeneye ZymoranGermans are the bestby: Imagelessbean map: Lienne Forest1-1,219
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VS[WF] *- ObS!d!@ Fr - InF -__mok (FR) _fireStarter TingedDragoonRealtiger Imagelessbean yyoung2010