Sigh, they knew about vet problem but chose to not do anything, then delayed a patch to try to get the fix in after not having addressed it. Really sloppy.
Side note, other updates are welcome.
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Thread: Last Relic's stream summary25 Feb 2016, 15:53 PM
In: Lobby |
Thread: Who have receiv close Alpha now ? 24 Feb 2016, 21:01 PM
Got nothing. In: COH2 Gameplay |
Thread: Cruzz's The More You Know24 Feb 2016, 20:54 PM
Their damage per burst is the same, but there are big differences in how long their bursts are and how big the delay between them is. To add to the confusion, the churchill croc also features two flamers, but with only one visible effect. Wow thanks for this clarification, many more variables changed than I at first realized. Dat Croc code. In: COH2 Gameplay |
Thread: Cruzz's The More You Know24 Feb 2016, 19:41 PM
Yes and yes. All flame based vehicle weapons were copied to help provide players predictable damage to their squads. FHT just gets 2x the damage, and the vet gives faster speed/acc so it gets there faster to do its work. In: COH2 Gameplay |
Thread: vickers vs hmg4223 Feb 2016, 23:43 PM
Ok so went back to original point saying vickers not as good as MG42. Vickers is vulnerable to getting hit by volks creep because of its lower suppression ability. However, as it picks up vet I would rate it the best MG in the game. This is really a situational difference and not a failure of design. Try using the Vickers this way, keep it in buildings to help it spin quickly. Also prefer it on maps where the enemy is likely to get in buildings himself because the vickers does excellent damage to enemies within buildings. When you reach vet 1 build a trench covering your flank and looking over a VP or fuel point. Let it sit there and pick off stray units or even give you suppression when you attack with its extreme range. You can also try keeping it in green cover and picking off MG42 gunners, you will kill them fast enough to force a retreat. Then focus on the other infantry. The issue of units in trenches receiving too much damage from mortars should be addressed in the next patch. In: COH2 Balance |
Thread: MLNW skins23 Feb 2016, 23:32 PM
Ok so my understanding of this is that you get new skins if you have not already received the bloody skins from last year, and the decal is it the same or different? I don't really care per say I just don't think advertising these as new skins is really fair, they should have said skins unlocked only on a single event last year are free for everyone who played during these dates. Also they don't look that good, sorry. The historic skins are definitely my choice. In: Lobby |
Thread: Useless unit list which need to be changed23 Feb 2016, 17:20 PM
Some of these are poor choices. Having said that problem with SU85 is not that it misses too frequently (which it does), its amazing vet 2 and 3 do partially make up for this, but its low turret position. On maps with any terrain it frequently clips terrain (or wrecks as they build up) and fails to hit the target. This is a real problem for a TD that is designed to stop frontal rushes by hitting the target and dealing damage immediately. The clipping should be addressed and I think that would help bring it in line with other TD's. In: COH2 Balance |
Thread: HTinfrared need a cooldown23 Feb 2016, 17:17 PM
Jaegers are camo sniper unit, Falls are another camo unit (and camo on retreat no less), Fusilliers have insane LoS, not to mention camo'd Luchs or JPIV (which gets site improvements at vet 2?) or Goliath, or the CmdPanther giving better site at vet 0. Oh and the cheapest recon arty in the game, which cannot be shot down, makes no sound, and gives near instant vision on command. These are already scout units, and to top that they have a scout unit which gives LoS all the time and cannot be denied because its health is high enough to survive and move under artillery fire, and it sits far enough back you will never get close to hitting it. Not sure exactly how to fix this unit but in team games provides an unfair advantage for sure. For one thing its fuel cost should be brought in line with current OKW fuel incomes, it was lowered to allow this unit a place but was never modified after this. In: COH2 Balance |
Thread: Relic please fix the ice mechanic22 Feb 2016, 19:20 PM
Here is a fix: I would agree with this if tanks avoided ice by choice. Instead it ups micro tax on players to keep telling tanks to carefully skirt ice heavy areas. As a result, the player should be given some forgiveness if a bit of the tank slides onto the ice. In: COH2 Bugs |
Thread: Brit Anvil Advance Warning 22 Feb 2016, 19:12 PM
Whats Advance Warning? To my understanding it is one of the additional benefits of anvil upgrade, which gives better LoS to points you capture. Probably it is only active on points you capture, not on Allied captured points. In: COH2 Bugs |
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