This gun does so much damage it often kills models before the first burst, resulting in the fire stopping and it picking up a new target. This reduces its overall suppression.
Cost should be reduced slightly or suppression increased ever so slightly to help it suppress in first burst. It is a very powerful unit and in trenches can give real fits to players who cannot get flame on the target.
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Thread: Vicker15 Jan 2016, 17:29 PM
In: COH2 Balance |
Thread: new AEC is overpowered15 Jan 2016, 17:26 PM
Yeah a couple of them. You are correct on paper AEC is better. In practice it can turn out in favor of Luchs or AEC. The AEC moving accuracy makes it hard to beat on Luchs because of its inability to move while shooting at it if it wants to do anything. Meanwhile, the Luchs will always hit and penetrates reliably, although for low damage. However, in a faction with lots of AT this makes the Luchs very dangerous to the AEC. Try using the AEC as you would an AT gun against the Luchs. Let it attempt to kite infantry and then use it behind to force it off. Against a Luchs I would still recommend a real AT gun. The AEC can actually do its job now of protecting the AT gun from light vehicles now. If you are good try using the sniper, hit vet 1 and then try to crit the Luchs. At this point the AEC should hold the advantage decisively and defeat it. Again many factors in play here. OKW still feels better than Brits to me, but this helps partially redress balance. In: COH2 Balance |
Thread: new AEC is overpowered15 Jan 2016, 14:45 PM
Tried it a bit. Still eaten up by AT on infantry, and cloaked rakentens. Still has to be very careful around Puma's. Still has slow smoke. Changed, it can now kill infantry models reliably. Unit feels good. Final judgement will come once I have played with it quite a bit more, but for a side tech, relatively expensive investment, it appears to fill its role well. In: COH2 Balance |
Thread: Redesigning USF Crews.14 Jan 2016, 21:54 PM
If you hit a teller or regal, regardless, and you pop out, which takes 3 secs, assuming AT gun has to rotate to shoot, you will need to tell the AT gun to fire because it will lose tracking once the crew hits the ground. Then he will crit repair, you will hit it once, then he will jump in and drive off, and you may get a chance to kill it. Also almost certain TWP cannot be used on abandoned vehicles, but I could be wrong. Either way I think it gives too much freedom to make a mistake here. Mines are nasty for a reason and they just don't feel as intimidating to the USF like they do to every other faction. Also I hate the animation for crews leaving and getting in tanks: teleport here, then teleport there. Again this is not some game breaking bug, I just don't like how it currently operates. In: COH2 Gameplay |
Thread: Patch notes 14th Jan14 Jan 2016, 21:48 PM
I see the monthly freakout has begun. This was done to prevent these lingering issues from continuing until the real patch drops. I appreciate Relic making these changes now instead of waiting until they do a real patch later. TLDR: Basically a hotfix, which was expected. In: COH2 Gameplay |
Thread: WarPaintContest — Ardennes improvised ambush pattern14 Jan 2016, 18:47 PM
These look good, and I think will look great on smaller vehicles. Keep up the good work. In: Lobby |
Thread: Redesigning USF Crews.14 Jan 2016, 17:03 PM
I will say I would like to see repair crit not work after a mine strike. In that case you should have to fully repair the tank to get the tread/engine back. Otherwise you are only giving the Wehr player 5 seconds to capitalize on having a well placed mine, and that really is not fair. That is basically the time it takes to turn the pak to face the tank, and may be get a chance to fire once. In: COH2 Gameplay |
Thread: There is something should be done about rocket artillery.14 Jan 2016, 17:00 PM
I am confused by this thread. Is it that rocket artillery is particularly potent, or is it that static artillery is so underwhelming that by contrast it appears too good? In any case, I dislike the wipe potential inherent in the Stuka's drop pattern, and the Calliope is too powerful as well as the werfer. Possibly change the Stuka to drop two creeping lines (3 rockets in each line) in parallel, and reduce the total area so that Brit emplacements can be hit harder, but weapon teams can escape for easily. Or institute a random spread pattern encourage OKW players to bring the Stuka in close to fire, as it is the most survivable rocket arty after the Calliope. In: COH2 Balance |
Thread: Having trouble settling into Allied faction12 Jan 2016, 22:54 PM
Please let us know which game modes you play. In: Strategy Desk |
Thread: WTF Bofors?12 Jan 2016, 20:49 PM
Well if you don't want counters don't worry about it then. Since he invested heavily in a light stationary vehicle counter, giving him that side of the map will free you up to push elsewhere. Meanwhile his army is now at a disadvantage because you can field more troops in the area, and when you get medium tanks he won't be able to do anything to them with the boffers. Smoke into anything you want, AT guns, pio's with flames, shreks, etc. The point was to take the Boffers out of contention. He can manually target, but it is far more difficult, and units can be moved to avoid. Meanwhile, once you get close he will have to brace it. If you didn't bring enough to kill the boffers why would you attack it? The smoke just let's you close the gap. Flame HT works remarkably well since it can drive around shooting, and the boffers has to brace or it can get killed right away. A single AT gun firing two shells forces the brace as well unless he can run over and push you off immediately. Once braced its all you. The point of standfast is to deny you the ability to kill the emplacement. That is all he gets with it. Popping it will drain his munitions. He is giving up the ability to move on the map to retain control of an area. This is the Brit design, they give up attacking early to become an entrenched faction that requires heavy hitting stuff to bust open. The repair ability doesn't do much once you hit him with some flame. This is one of those times I get to say: Smoke and flank. Instead of crying about how the sky is falling and dismissing ideas that you don't like, try them and then come back. Feel free to bring replays as well. In: COH2 Balance |
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VSFullMetalDesa no pasaran Kansas Kobra KcatImagelessbean [AEF] Appleseed CKOPПIOH (UA) KowalskiBugged AT gunby: Imagelessbean map: Essen Steelworks1-1,230
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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 Winter1-1,229
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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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VS[WF] *- ObS!d!@ Fr - InF -__mok (FR) _fireStarter TingedDragoonRealtiger Imagelessbean yyoung2010