remove it and replace it with 10% faster reload. It fits much better
No.
Many bulletins are useless. This is one of them. Sharpen those claws is also up there (increase JT penetration).
Thread: What is the point of the JT cooldown bulletin?14 Mar 2016, 14:40 PM
remove it and replace it with 10% faster reload. It fits much better No. Many bulletins are useless. This is one of them. Sharpen those claws is also up there (increase JT penetration). In: COH2 Gameplay |
Thread: ostheer cant keep up with the other factions11 Mar 2016, 18:32 PM
Lol, I can spell butt but I don't know how to use it. In: COH2 Balance |
Thread: Some things never change11 Mar 2016, 17:22 PM
This is the most disappointing thing for me. I have thousands of man hours played, never bought a commander, and have less than half of available commanders. As a result, I often play against commanders for which I simply don't feel prepared. I understand having new players exposed to a more limited pool to help them learn the ropes while their rank is low, but commanders should have been made free to players who spend tons of time in the game rather quickly to prevent the P2W arguments, which I think fairly, stuck to the game. In: Lobby |
Thread: ostheer cant keep up with the other factions11 Mar 2016, 17:17 PM
Ostheer has the worst win rate since the vet fix, and grens, i still find get wiped way to easy and it costs you the game do to there man power bleed. 1 mortar round, 1 mine, its happened way to many times to count. The are without a doubt the easiest faction for wiping. Isn't this a problem with unit spacing and not unit v unit balance? Brits suffer similar problems until 5 man squads appear. Seeing a lot of PG stuff in this thread. PG's are ridiculously potent, BUT (and a big butt here) they basically don't have a vet 1 (med packs that can't be used on vet squad, what?) so have to unlock 2 levels of vet to pick up their bonuses. This is problematic because when they arrive they are ok for cost, but then are quickly outscaled by Allied infantry with unlocked weapons, and then have to wait until vet 2 (which is now harder to acquire) to be able to stand back up to them. Their shrek upgrade is ok as well, but the small squad size means you usually try to hold off on this until later when tanks are extremely prevalent and of course you permanently give up AI to do so. In: COH2 Balance |
Thread: semi rage, semi trying to understand11 Mar 2016, 13:39 PM
We talked about this commander in a thread shortly after it came out. It is clearly too good and will be nerfed when they stop breaking/unbreaking/breaking the game with hotfixes. In: COH2 Balance |
Thread: Soviet AT gun10 Mar 2016, 23:39 PM
Zis is good. Please instead frame your post in the form of a question: "How do I use the Zis gun most effectively?" In: COH2 Balance |
Thread: Automatch waiting time10 Mar 2016, 16:24 PM
Waits for me are now approaching or exceeding 15 minutes. There should be a cutoff after 5 minutes of placing you in the next available match. This is just crazy. In: COH2 Gameplay |
Thread: Panzerwerfer one shot kills full health squads8 Mar 2016, 23:25 PM
The werfer is annoying because it depends on RNG wipes. It should give players more time to respond and be reduced in price slightly. In: COH2 Balance |
Thread: British's Advanced Emplacement Regiment: Counter Battery8 Mar 2016, 14:27 PM
It costs the player 0 resources to unlock cps. They are awarded for time spent in the game. 4 cps is quite early that is not terribly different from when the 1st stuka (if you push it) or 2nd ISG arrives (if you are playing against heavy fortifications that is probably your go to). Production of units from base structures is irrelevant since the commander is designed to get you around that with IS that can build emplacements, and so much emphasis on building and maintaining emplacements. The time it takes to cool down the ability is the time it takes to build units, so the cost is...0. You were going to build a unit, so while doing that you don't counterbarrage. As soon as the unit is constructed you turn it right back on. The ability is not laughable in damage (I don't understand why you would ever use counter battery on a mortar that already outranges all other mortars and will engage them as soon as it "sees" them), only in accuracy. But since it fires all game long you will start to bleed MP. Especially in team games where other units can be hit at the same time by missed shells. It is not a threat to rocket arty, which fires and moves, but it is devastating to all standard mortar type artillery. Its potency on smaller maps is huge, where it can fire nearly into or into your base. All this and it costs 0 munitions so they can keep upgrading their infantry to beat you in a toe to toe fight. In: COH2 Balance |
Thread: British's Advanced Emplacement Regiment: Counter Battery7 Mar 2016, 19:11 PM
I am going to bring this topic back to the front, but please let us ignore the OP's original video and just talk about Counter Barrage. In my opinion this ability is far, far too good for cost (free). You get to counter barrage starting at 4 cps (sometimes allowing you to cover nearly the entire map). In addition, since you are heavily invested in emplacements you have very low MP bleed and can afford to build up tanks. Turning off one 25 pounder is fine to get tank out, and building the tank during the cool down is no problem. For Katitof, while I agree that this ability is the Wehr ability, I think you overlooked some serious differences, including: No direct cost to acquire (picked up as part of normal tech) No pop cost No need to defend arty Comes much earlier Hits much harder (2 shots per discovered artillery fire) Requires no vet These differences drastically improve the counter barrage that Wehr has. On top of that UKF base arty main role is still supposed to be its use in conjunction with IS. But it is so far from useful with IS that counter barrage effectively has no opportunity costs. The ability should probably operate on a timer, or maybe by selecting a sector on the map. Reducing its effect is still unattractive because it requires no player input or planning. You just leave in on until you need a tank. In: COH2 Balance |