The unit's power feels nice, but the cost is too low, and it timing too soon. Its ability to snipe models is so high that retreating is no guarantee of escape, causing it to be overly punishing to infantry. Osteer is particularly vulnerable to this unit.
Just repeating what was said above, and I agree with Cookie and Highfive.
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Thread: new AEC is overpowered26 Jan 2016, 17:21 PM
In: COH2 Balance |
Thread: Churchills need the old armor back25 Jan 2016, 19:07 PM
The grenade AoE needs to be reduced. Currently almost a guaranteed wipe on any weapon team, which is not good. Overall price should be reduced slightly as well to make it more attractive. In: COH2 Balance |
Thread: Re blance the jagtiger25 Jan 2016, 19:05 PM
This unit scales unfairly as game size increases. In smaller game modes it is a sitting duck, that only gives you more (or any) AT. In larger game modes it can completely shut down whole sides of the map, and requires the Allied team to work together immediately to eliminate the threat in an all or none gamble. If it limps away the Allied team has had to throw away all their armor and will now lose, if it dies it gives the Allied team another 5-10 minutes to win the game. Its range should come down to 70, here it will still be able to deal great damage (more than elephant), shoots faster, has deeper vet, and more armor and health. The fact that it outranges the 17pdr is stupid. In: COH2 Balance |
Thread: Allies is almost impossible to lose in 3v3/4v425 Jan 2016, 15:11 PM
3v3/4v4 This click bait title...should really have said something like this. Axis have a number of significant advantages. Currently CalliOP is so good it can finish off Axis before late game, allowing the Allies early game advantages to win the day. Honestly though, Axis have a number of late game advantages that are dependent on them holding map and then breaking out. Brit late game is too strong (Tact Arty for one), and its early to mid game too lack luster (emplacements or AEC sniping). I still prefer Axis to Allies. Axis have all the tools in the toolbox out of hand, Allies often have to run to a commander to keep it even. And I thought we had gone through this multiple times but, yes balance does matter in all game modes. Since the game offers 1v1 through 4v4, and all players are expected to enjoy themselves, all game modes matter. From a purely competitive stance 1v1 is the one which should be balanced most closely, but this take no prisoners attitude is ridiculous and childish. You have as much right to say 1v1 should never be balanced in favor of 4v4 balance. In: COH2 Gameplay |
Thread: Bulletins and skins23 Jan 2016, 22:43 PM
Rewards are earned through the Ardennes campaign. You can increase chance by playing a faction you want things to drop for (not a 100% though) From my experience the chance of something dropping is directly tied to the number you already have. You have a better chance of getting something you have. This is likely a hold over from the early plans for Warspoils when they were planned to wear down to prevent players from hoarding rare items and never using them. In: Lobby |
Thread: OKW Base Defence/Flak Truck in relation to Air units23 Jan 2016, 22:40 PM
Also don't forget it costs 0 pop cap. To those asking the chance to shoot down a plane is per shot. Therefore a 0.5% chance to shoot down a plane is small, but we have tested it on this forum, in many modes that gives you a better than even chance of knocking down an Allied supply plane just by selecting OKW. The defense that OKW deserves free unlocks because USF holds no water because USF is only one faction, and three other factions in the game get nothing for unlocks. Two of them have to spend time with their own engineer units building structures. If USF unlocks are unfair, another thread, they need to be removed. OKW having AAA is a hold over from low income status, debate it all you want, but I feel confident in saying: "Mark my words serious changes to OKW functionality are coming, and one of them is a chance to the way the Schwer operates." In: COH2 Balance |
Thread: Dushkas Overperforming23 Jan 2016, 20:56 PM
Because of its high cost, limited cone of fire, and late arrival (2cp) the suppression is acceptable. DSHK is a hard counter to infantry, with some lite AT possible. If you see it you have two options as OKW: 1) Use ISG to pick it off at distance or 2) use stuka to wipe it. It is also still very vulnerable to getting killed on retreat. Try using Falls out of buildings nearby to steal one. Once you have it you will find your Volks nearly unstoppable. Does not need a change, respectable MG that does good work especially on Axis blobs. In: COH2 Balance |
Thread: Interesting Results from 4v4AT Round 122 Jan 2016, 19:37 PM
17pdr and ISU should both be hard countered by JT, which outranges both. One hit from JT forces brace on 17pdr. Next shot pushes ISU off. Next it waits for brace to break, and then hit the emplacement with artillery as well for good measure. However, if Tactical Arty is selected there is little you can do. This ability in and of itself can win games. You can also get Walking Stuka with incendiary strikes to deal with 17pdr. Allies have some very powerful advantages in team games that can help them role to victory, but if they get pushed off balance even slightly, so that the game drags on, Axis units will tend to win the day, in my experience. In: COH2 Balance |
Thread: Supply drops21 Jan 2016, 18:04 PM
This was to be changed in the december patch, but did not make it from the preview to the final patch. This. Supply drops should all be vulnerable to AA, I hope the German one eventually gets brought in line, assuming the bugs get addressed. In: COH2 Balance |
Thread: Can we talk about Panzerschreck Veterancy21 Jan 2016, 15:55 PM
The vet advantage, I think, was meant by Relic to offer OKW a potent mid-game AT unit with some AI power when OKW had limited tanks. It was also meant to help them keep up pressure after securing early game advantages. Yes I do agree that volks with Shreks vet amazingly fast, but I think the problem arises from the ability of volks to get back on the field immediately. Fire once miss retreat, 10 seconds later you are back in the fight because you are right up against your forward retreat point. In addition, since support weapon spam is so hot right now for Allies, volks are even more attractive, and as a result shrek upgrades are a must to hold off Allied tanks. What needs to happen is a way to encourage OKW to get more than Volks. Changing of their vet is a possibility if OKW vet is completely changed (which I doubt it will be). Shreks on volks are gonna be problematic, but the solutions for it are very limited because Volks are meant to be the core of the faction. In: COH2 Balance |
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