If I remember correctly, they removed OKW's base guns from shooting down planes nearly a year ago.
No just reduced the odds. It still regularly, and I mean very regularly, shoots down planes.
Thread: Updates on BALANCE PREVIEW MOD 4 May 2016, 01:53 AM
No just reduced the odds. It still regularly, and I mean very regularly, shoots down planes. In: Lobby |
Thread: 2 new commanders for Soviets and Wehrmacht3 May 2016, 20:08 PM
This was pretty funny to watch, but somewhat too predictable. Next time I vote we add a little twist at the end like if you sign up and you already have the commanders it deletes all but those commanders. In: Lobby |
Thread: Encirclement doctrine vs. Map design 2 May 2016, 20:46 PM
Close the pocket is essentially a game winning ability if it gets triggered at any game level. It is however very hard to use, as a result of this. Any buffs to any of its design would immediately require a rework of the artillery to compensate. In: COH2 Gameplay |
Thread: Bofors2 May 2016, 20:42 PM
So considering Brits always build a mortar pit to accompany their Bofors, now whats the counter? As Ost? lol This is becoming my problem as well. In team games you can have a bofors and mortar pit arrive near simultaneously, this makes Ost player largely useless until multiple MHT can be brought up, or a push by the entire team destroys the bofors. The Bofors should not be able to suppress units outside of its gun's range with a barrage. It already lights up infantry and light vehicles, and is a credible threat to mediums with any sort of support. Its fuel price is low reducing tech loss, and it has a number of commanders which buff it indirectly. Bofors needs to feel more vulnerable to Ost players, but OKW can have a mixed bag against it to when a mortar pit supports it. Quite a tough nut to crack. In: COH2 Balance |
Thread: Maxim Post-Patch2 May 2016, 20:38 PM
Death loop removed, everything fine. In: COH2 Gameplay |
Thread: (may preview) jackson sight buff and veterancy bonus2 May 2016, 15:09 PM
Elephant with 100 range, self spotting to over that (Focus Forward), and in a commander with Stuka dive bomb, those were the early days of 3v3 and 4v4, a cold, bitter time. The 222 with spotting scope and commander panther, although it is additive, is actually more impressive then it sounds. Since area exposed increases by the square root and distance only linearly, the amount actually covered with a commander panther nearby is quite substantial. On steppes without at CmP you can see all of top munitions. With a Commander Panther you can park safely in middle and see almost to their first cap point while giving some LoS to island. Oh and 222 shoots down planes. On topic, Jacksons should not be able to self spot to more than 50 range, but if they give up vet somewhere they should gain a buff elsewhere. Whoever said that OKW does not have access to a heavy hitting unit like the Jackson in the CmP, you are not using the unit correctly. With MT, which you should have at every available attack, your CmP does more damage per shot than the Jackson and is far more accurate, it also shoots at lower armor values on average will maintaining high penetration values. In: COH2 Balance |
Thread: Balance Preview Mod - Your Thoughts After Using It29 Apr 2016, 18:03 PM
Why does the cheap rak deserve the range of more expensive AT guns? It already has the same pen as the 320mp zis (which is silly to begin with), and goes against less-armored allied tanks. There are some disadvantages: It does not offer green cover to its crew It performs only a single role, AT, as compared to the Zis It is also low to the ground and many shots impact dirt Price may need to be adjusted, but the Rak is not the best AT gun in the game. The clumping of the crew is near killer as well, because without green cover a single mortar will frequently wipe a full cloaked crew by accident. In: Lobby |
Thread: Balance Preview Mod - Your Thoughts After Using It29 Apr 2016, 18:00 PM
Because going mortar reduces the number of rifles you can attack with (from 3 to 2), so if you do get a breakthrough you have less capping power. You also must have the mortar with your rifles at all times to get smoke, bringing smoke with you guarantees that you can always have it. US was underperforming on city heavy maps where a single unit in a building meant that you had to immediately pick a doc with flames or get nades and burn away your munitions. This helps to alleviate this difference in strength by providing a natural, albeit light, counter to players sitting in buildings and stifling USF attacks early with little thought. The extremely static build order from USF was also bad, because an opponent could know prior to the first mouse click the USF build order into the 4th minute. This should not be part of the game, you should have to make choices at all points in the game. USF still lacks indirect fire, the mortar, as you should have noted from player feedback, is unlikely to be satisfactory in the role of bombarding an MG to death and getting more than one is probably near impossible in any game mode. I understand that you are upset with the way the game is progressing, but I am afraid you need to accept that and decide if changes within that framework are worth your input. If not, I suggest at this point that COH2 is no longer the game for you. In: Lobby |
Thread: MG34--am I doin' it wrong?29 Apr 2016, 16:18 PM
As noted above, if you are really fighting so many squads that you cannot spare a squad to support an MG it is time for another MG. Stagger them behind one another so you can retreat them in order and keep units crawling. Also make sure to have MG34s fire at tank wrecks or tanks themselves to instant suppress or pin nearby troops because of AoE suppression bonuses. In: OKW Strategies |
Thread: New Icons and speculation28 Apr 2016, 14:00 PM
First image is to help standardize cloaking icons. All cloak icons share a similar image, but they have different forms of cloak. Giving the German sniper a clear difference emphasizes this. In: COH2 Gameplay |