The advantage this ability offers is also high because it costs 0 micro tax and in team games huge amounts of indirect fire will land on the now visible capping unit.
The ability should require a unit to booby trap the territory to set the flares. Can be fast, can be free, but seriously this ability as it stands is too good.
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Thread: OKW Free Flares on new commander??4 Dec 2015, 15:10 PM
In: COH2 Balance |
Thread: OKW OP?4 Dec 2015, 14:00 PM
It costs 40 ammo extra, so it should be more powerful? Isn't the goliath 100 munitions? And isn't the demo 90? Goliath advantages: 1) Can be built at any truck 2) Does not require engineer unit to stand still and make noticeable action 3) Can cloak 4) Can move while cloaked 5) Good AoE 6) High damage 7) Relatively fast Cons: 1) Makes some noise that can be heard while moving 2) Large target size, so can be hit if seen at distance But really that's it. This unit is way too good for cost, and beyond that its annoying to add another squad wiping mechanic into a faction with high DPS units. In: COH2 Balance |
Thread: 2v2 and upward are totally broken4 Dec 2015, 13:54 PM
Cries of allies fanboys are honey for my ears But why? I prefer to play Germans but this patch is really upsetting to me. With these kind of lopsided match ups there will quickly be no Allied players searching. Very soon after that I will have to pair up against very low ranked players which is extremely boring. Balance is good for everyone. In: COH2 Gameplay |
Thread: 2v2 and upward are totally broken4 Dec 2015, 02:14 AM
Would't if he goes captain, you just go heavy infantry since he has few options to stop huge infantry balls? How does that stop OKW mid game? SU comes later than OKW vehicles, so I guess by lockdown you mean help to hold off. Besides OKW puma can eat it up for less. OKW T4 is delayed? You mean getting the earliest tanks in game is delayed from...? In: COH2 Gameplay |
Thread: OKW OP?4 Dec 2015, 02:12 AM
Uh, it can move and be invisible. Doesn't hurt it makes yellow cover so the next one can creep closer. How is this unit not a straight upgrade to the demo charge? And my understanding was we wanted less like this unit, because demo charges suck for game play. In: COH2 Balance |
Thread: December Update4 Dec 2015, 02:10 AM
There is counter-play but it is limited. If your AT gun is not in the exact right position the Luchs blows by. Beyond that going early AT gun, which is almost a must now, means that you have another squad down to volks. Observant OKW should realize this, skip the Luchs use a call in infantry and wipe gun. Salvage for 5 more fuel and go ahead and get P4. In larger team games, from what I played there is no adjustment possible. You simply cannot field enough units fast enough to slow down OKW right now. Even worse if a Ost is on the team they can give out caches again and further speed up this Juggernaut. In: COH2 Gameplay |
Thread: OKW OP?4 Dec 2015, 01:46 AM
This is true, but the ability to reposition a demo charge whenever you want to is quite powerful. On top of that the goliath is not that much slower than retreating infantry. The volks inc grenade also cause units that get hit to dance around, and in my case that made it impossible to move the infantry before they got it. Placing it around corners so you have to get close to do anything is ugly as well. It needs a speed decrease to allow players a chance to hit it before it closes. Cloaking while moving is also bad because it causes units to lose contact and re-aim constantly at other targets. In: COH2 Balance |
Thread: OKW OP?4 Dec 2015, 00:19 AM
In 3v3 and 4v4 they appear to be overperforming by a wide margin right now. The uber-blobs are real. In: COH2 Balance |
Thread: IL2/Stuka single strafe run tracking bug3 Dec 2015, 19:30 PM
Great work! In: COH2 Bugs |
Thread: December Update3 Dec 2015, 19:29 PM
OST, USF, SOV and UKF all have decent anti tank guns. OKW does not. PE's specialization is basically the same as we have now for USF and Brits. You buy the gun you need and drop it on a section of infantry. If you are referring to OKW, that would be ok if they lost access to some infantry units, and had a further significant rework which seems unlikely. The vet system in PE was an attempt to mitigate the silliness of the all or none vet system in COH1. It was sorta of half way though, and encouraged enormous blobs because every unit shared with every other unit, so the more you could get the faster everyone vetted. This is not good for gameplay and should not return. In: COH2 Gameplay |
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