This is the easily the worst patch to be released in more than a year. Unfortunately it comes at the holiday break as well.
Effectively this means if you have an OKW player on your team in 3v3 and 4v4 you are going to win. It might take you 8 minutes, but you are going to win.
What was once a fuel starved faction with bonuses, is now a full fledged faction with bonuses, how is that even remotely fair?
Panther arriving before the first Sherman, lol. In team games where Allied armor depends on outnumbering German armor at some point to make battles turn this is going to be a complete bloodbath.
Brit nerfs are...astounding. These are so over the top I don't really know what to say.
Numerous bugs not even addressed (JPIV not addressed yet!?!?!).
Well I guess I will be playing nothing but Wehr, I refuse to abuse this OKW crap and I don't have the stomach to be beaten by little Timmy every game just because he can drool onto the right mouse button as OKW.
Rating 0/10, would rather it not release.
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Thread: December Update1 Dec 2015, 19:43 PM
In: COH2 Gameplay |
Thread: Does the Katy need any buff or tier changes? 30 Nov 2015, 18:32 PM
This unit is not performing as well as the Panzerwerfer, which is now a wipe machine. The cooldown could go down slightly as another possbility, and I would like see the Werfers RoF come down slightly so units can retreat from it with at least one model. Currently it is so devastating to mortars there is no opportunity to retreat them. Suppression would be nice on Kat to punish blobbing. In: COH2 Balance |
Thread: Does the Stuka Zu Fuss need a shorter cooldown time?30 Nov 2015, 15:56 PM
If cool down comes down, which can be done already by stacking 3 stuka bulletins, you need to nerf it elsewhere. Every time it fires right now it wipes a support weapon squad at minimum. Polls should always read when asked a binomial question: Yes, No, Other. Your poll is very biased towards your own preferences. In: COH2 Balance |
Thread: OKW Vet Requirement In One Picture24 Nov 2015, 18:47 PM
This is a little bit out of context because the damage is what grants vet, but clearly by the time you kill 49 dudes you gotta being doing enough damage to vet up. Agree with Katitof, KV-8 would like a shout out as well. Not as bad, but bad. In: Lobby |
Thread: December B.P. Geman Supply drop zone24 Nov 2015, 18:46 PM
Completely fair. On top of that the Allies have fewer AA units, and never receive free AA in the version of base defenses or simple tech upgrades. Sorry it got harder, but this is simply to bring it in line with Soviet version. If you think this is bad try using Allied supply drop in any game above 2v2. In: COH2 Balance |
Thread: Balance Preview Patchnotes24 Nov 2015, 18:44 PM
i thought one of the main reason why okw got free shit for merely setting up a truck was due to their resource penalty. vet 5 has not been even removed. any plan about looking into them? This is my concern as well. Vet 5 was given to compensate for high amounts of infantry that would face armor unsupported, and for limited armor so it could make serious changes to the game even while always being outnumbered. Currently OKW pays nothing to get 5 levels of vet, so it is an outright better version available to everyone else. Please don't say OKW 5 levels of vet is not as good as 3. In multiple factions vet 1 is a throwaway, and if the vet is overperforming in one faction that does not give the right to another faction to overperform. Also I mentioned a while back that Panther should require an unlock cost. The more I look the more I think OKW should have to unlock everything that was give to it for free with tech costs within buildings. That way they can feel fuel starved (like COH1 PE) but a good player will only make the upgrades necessary to keep them on the field (retain their new potency), and in the very late game they can always upgrade all the tech to help them stick around. OKW call-ins need to be looked at. I still don't understand why these units received no cost adjustments, this is a real concern for larger games where OKW has a couple of power units that turn games but will now be outright cheaper. In: COH2 Balance |
Thread: inefficiency of panthers24 Nov 2015, 16:16 PM
Buffs to the Panther would make 3v3 and 4v4 near unplayable. In these modes where the game almost always enters the "late game section" this unit is deadly. In other modes the tank is less useful, but I don't think that is reason enough to buff this unit. The tank is rare but available, and that alone is important. As you have pointed out against Brits go Stugs, they can trade well with Brit tanks. Against Americans Panthers can be devastating because of their ability to chase down and destroy fleeing armor. Against Soviets you need to decide based on his Tier structure. In: COH2 Balance |
Thread: Match the range on the 17pndr and JagTiger23 Nov 2015, 22:48 PM
Lol this thread is in a vacume, if a JT is spending it's time on a 17 pounder, that means that it's a wasted investmentime for the OKW. Compare the fuel cost of the two, as well as the MP cost. And on amother note, then realize that your free to do whatever, wherever else because the game changing unit is wasting it's time on a braced structure... Or maybe it fires once and forces brace, turns to destroy some other target, and then 30 seconds latter destroys the emplacement. Also not a waste of time to destroy a tank's worth of resources that is preventing you from using armor around it. In: COH2 Balance |
Thread: Match the range on the 17pndr and JagTiger23 Nov 2015, 21:19 PM
This obviously needs to be addressed. In: COH2 Balance |
Thread: Frag nade wiping out 4 men23 Nov 2015, 15:29 PM
You should be both watching and aware of what is going to happen in next 2 seconds during combat, that way you can quickly move between squads. A good player will throw a grenade when they know the micro tax on you will be high, or they can flush you out of cover. You must be ready for this, by having back up positions in place where you can fallback, suppression weapons, or well spread out squads. Sometimes it is worth letting a squad take a nade so you can finish off another squad. Currently I think they are fine. It does take quick a bit of practice to learn to avoid them. Watch good player's streams and you will see when they tend to throw grenades. In: COH2 Balance |
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