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Thread: Bofors Needs Some Improvements17 Mar 2016, 13:54 PM
Bofors, as you have pointed out, is not performing correctly. On the one hand it is a great AoD tool, on the other hand, should it be destroyed you may have just lost the game, rarely do light vehicles (the role it is supposed to fill/counter) offer such risk. Its ability to shut down infantry so completely is troublesome, and its ability to seriously damage tanks is not a trivial matter since a single 6lber behind it will force any but the heaviest tanks away in short order. In: COH2 Gameplay |
Thread: the cure for cancer (aka emplacement)16 Mar 2016, 13:19 PM
Emplacements develop poor play and boring counter play. The new commander however is something else. On small maps (even some 3v3 and 4v4) its counter barrage prevents all meaningful indirect fire on emplacements and the game becomes a disgusting Brit creep. That has more to do with the ability being too effective for cost. I would like to see emplacements at least made to require better player input in the form of better stats for barrage vs. auto fire on mortars, Bofors shooting less quickly but being cheaper, so infantry have some chance to damage it, and 17 pdr getting an firing arc (like every other weapon) having its range inc to 85 and making it decrewable instead of a giant damage sponge. In: COH2 Balance |
Thread: HELP! what to do against CT?16 Mar 2016, 13:08 PM
@OP the scenario you described makes no sense to me. Do you have a replay? The KT is extremely vulnerable to even a single Firefly, and if you had tons of piats you should have been able to shower it in handheld AT which would have consumed its health in no time. Also if you had a comet, which should outrange the KT, and should be faster than it, you can easily run behind it and shoot it quickly before departing as the turret comes around. FYI, I rate the IS-2 better than the KT against tanks, and if it hits, against infantry. Your descriptions sounds like you thought you were about to win, but you failed to anticipate that your opponent had not yet spent any fuel on tanks and was apparently floating tons of MP so really you only beat half his army. When he came back you still should have been able to out maneuver him but it appears you panicked attacked with everything from the front let the KT blow them away and then ended up with nothing. Try anticipating your opponents moves better, it wasn't that the KT was too good to for you to win. In: COH2 Balance |
Thread: Light Vehicle Timing and cost15 Mar 2016, 17:01 PM
Tbh I just think the early infantry game needs extending as the half tracks (bar the soviet AA ones and copies of it) are useless for their intended purpose. I've been trying to go double Pgren with a half track for transport but by the time you can get them out there is a counter, be it AT gun or mines or AEC - same for OKW Flaktrack, by the time its out the counter for it isn't too far behind. Confused about this. Are you suggesting the HT's main function is infantry transport? Its main function is to reinforce squads on the move. It comes out early enough to do so. The OKW flak truck is currently functioning as an MG. Set it up behind your units to force suppression and then attack. It may still need a slight change to help it but not much. It even gets free smoke at vet 1. In: COH2 Balance |
Thread: Airborne and Pathfinders lower CP ?15 Mar 2016, 16:55 PM
It's not in theory... it's just basic math. You are assuming reinforcing a squad, like RE's, is easy to do and costs nothing in terms of map control. You also ignore that tech structure in USF does not really allow you to skip whole tiers. I will always get the captain, and then get the 57-mm, so giving it to me as a commander call-in means it has to be a really good deal or its just a waste of a spot. Also don't forget that the power of the 0.50 cal is its arrival time. It has to arrive shortly after the Lt tier opens to get the most punch. 2 cps is already pretty late, and the 4 cp AT gun is in a similar place. By the time these unlock I usually have the tier open, and if I don't its because I supplemented it another way. Another problem, calling in a 57-mm immediately to battle, requiring a recrew on field, being at only 3 men (so very vulnerable to indirect) is simply not as effective as building one and bringing it up. I also find I have to drop these so close to my base, wait for them to land and unpack, and then crew them I might as well just bought them straight out. In: COH2 Balance |
Thread: Airborne and Pathfinders lower CP ?15 Mar 2016, 14:19 PM
The call-in weapons are too expensive. The doctrine is extremely, extremely munitions hungry. In: COH2 Balance |
Thread: Rules of thumb for first tech-up?14 Mar 2016, 19:21 PM
The med truck is useful on larger maps where it can immediately cut down on retreat distances. Having said that, on smaller maps (many 1v1 and 2v2 maps) the truck is almost always placed in base anyway. Here a mech truck is really nice because it offers such a nice mix of units and the retreat point is less important. TNrg has some good advice. Be careful with your Luchs however. If you see a captain be very careful to not get stunned by a stuart and lose map control. Cloaked Volks and rakentens are your friend. Go Puma if you are seeing light vehicle play with less infantry, and go stuka if you can hold the line and see a lot of support weapon play. In: OKW Strategies |
Thread: Stun grenade 14 Mar 2016, 19:15 PM
Got this bug yesterday. Appeared to freeze maxim forever. Also getting stuns canceling retreats. In: COH2 Gameplay |
Thread: What is the point of the JT cooldown bulletin?14 Mar 2016, 16:41 PM
Did it? I check these bulletins...never. Well if I have 3 I should replace my active ones so that I can get that slightly faster fire rate. The panther one is 4% per bulletin correct? That should lead to a significant increase in the panther armor since it is so high. In: COH2 Gameplay |
Thread: Layoffs at Relic? And the future of COH214 Mar 2016, 16:37 PM
This thread.... Basically like yelling fire in a crowded room. No evidence, but awash in speculation. In: Lobby |
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VSFullMetalDesa no pasaran Kansas Kobra KcatImagelessbean [AEF] Appleseed CKOPПIOH (UA) KowalskiBugged AT gunby: Imagelessbean map: Essen Steelworks1-1,231
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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 Winter1-1,230
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VStorr CaptainDipshit Mandalore TheGuyWhoLikesCatsImagelessbean Von Strachwitz Goldeneye ZymoranGermans are the bestby: Imagelessbean map: Lienne Forest1-1,217
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