So the one reason to even make penals, they removed it.....
Unless you need to take out a lot of bunkers before the 8 minute mark and you don't want to use a Zis, yes, there is no reason to make penals.
Thread: Penal Satchel Charges9 Nov 2015, 17:51 PM
So the one reason to even make penals, they removed it..... Unless you need to take out a lot of bunkers before the 8 minute mark and you don't want to use a Zis, yes, there is no reason to make penals. In: COH2 Gameplay |
Thread: 4v4 can't be balanced, they said9 Nov 2015, 17:49 PM
I still think some Axis late game combo's, as Cookie said, are nearly impossible for Allies to stop in these large game modes. However, without those units (if someone didn't pick commanders with them), the Brits are currently dominating after the 30 minute mark because of their insanely good vet scaling. Soviet and USF feel better. USF still a little weak in the late game because of the need to build up and sacrifice tanks to bleed Axis late game armor. In: COH2 Gameplay |
Thread: Penal Satchel Charges9 Nov 2015, 17:43 PM
I think the lesson here is don't use Penals...ever. In: COH2 Gameplay |
Thread: Aura units don´t belong to this game.9 Nov 2015, 17:42 PM
This is a pretty blanket statement, maybe you need a maybe option. Problem is some aura units are very cool and interesting addition, CmdTank. Others are crazy stupid, SturmOfficer. Aura's are interesting because they make a strategic decision on the battlefield. Do I push and try to take out the important aura unit or do I fight with his better aura in front? I do hate how aura's affect allied units, especially for the Sturm Officer. I don't want the bonus and I don't want the risk to my Wehr MG's yet if he gets forced off away my MG's go. The CmdPanther is similar, it buffs Wehr units in ways they were not designed to go, Tigers and Elephants getting buffs, while also having access to MT is pretty silly. In: COH2 Gameplay |
Thread: King Tiger 9 Nov 2015, 17:37 PM
Absolutely no change in range. Currently it has 45 range, with 5 more range it will be able to serious threaten all dedicated AT units. This is especially problematic for USF which rely on Jacksons (or Wolverines) to attack the KT by kiting it. One wrong pathing issue, which it will definitely have, and the USF TD will be dead. The tank is not a tank, it is a turret on wheels. Use it as such and you will find it quite amazing. It is able to sit on a point and just snipe units that try to move forward. In smaller games this tank is less useful because of the huge fuel investment. In larger team games this unit is still performing very well. As a player who played through the large game Axis rofl stomp period of 2014 I really hesitate to give any buffs to this unit, which can already be built with a command panther, or a JT in those formats, and frequently works with those units in those game modes. In: Lobby |
Thread: ISU-152 feels really weak5 Nov 2015, 20:28 PM
ISU-152 is lackluster on good days, ground pounder on bad days. It is completely overshadowed by better super heavies, and its random ability to wipe squads is as annoying for the player using it as the one getting hit by it. There are many possible solutions here. Another might be that it comes with AT rounds, but when it reaches vet 1 it gets a bombard ground like the SU-76 with HE. This would give it a more clearly defined role. This does make it similar to the JT, but I just want to see this unit actually be able to take on German armor while limiting squad wipes. In: COH2 Balance |
Thread: Axis team game strategy4 Nov 2015, 21:30 PM
Wow lots of chicken littles in this thread. I still find Axis a broader threat in larger team games, because they have access to everything the Allies do and then some. Here are my recommendations when playing Wehr: MG, Gren, Mortar or Gren, Gren, MG if heavy inf play, T2, AC or HT, Pak, decide from here. If against Brits T3 is very attractive for Stugs. If playing a more static game consider pushing on to T4 and getting Werfers. As Wehr your goal is to set up a nice forward line and then creep forward with MG support until you reach the Brit lines. At this point dig in and continue to bleed them with mortars while getting armor. If you reach the very late game get an Elephant or use air support to bleed away vet squads/tanks, and keep the VP's in contention. Once the opposing player is well bled you can make a concerted push. USF is still weaker as the game drags on, and Soviet players have limited access to good on map arty right now. Commanders: Anything with MTHT, consider commanders with LeFHs. Always bring Jaeger armor, CAS is a nice one to have, Ostruppen can be effective, Assualt Gren is also nice on some maps. My recommendations for OKW: Kubel or Volks, Volks, Med (or Mech if you have a real strat laid out), ISG if med, Puma if Mech. From here the options really start to open up since you will have many opportunities. If winning get the Schwer quickly and cement the win. If losing continue to get Volks to limit MP bleed and provide some AT base. Use of the still broken JPIV is always nice. Luchs are very hard to get your monies worth. Panther is ok, PIV is flat out nasty if you can keep it alive. Obers are ok, but you must micro them. Falls are still not worth it, Jaegers or ok, Fusiliers are amazing. Be careful about using the expensive Volks grenade. Use it only when you can kill models. KT's are powerful but you will want to build them only if you can support them. They now have longer range than other stock tanks. I find the OKW particularly dependent on JT in the late game, or possibly a vet Command Panther. The JT will help hold a VP freeing up at least one other player to push on another VP. This will turn the game into a 2v1 somewhere in your favor. There off maps are still underwhelming, but you should be able to convert large amounts of fuel in the late game to munitions. Make sure you keep your HQ's a little spread out, and be careful with your vet units, they are critical to your late game. Commanders: JT and CmdPanther, Defensive commander is also good, ST is possible, Salvage commander not usually but maybe. In: COH2 Gameplay |
Thread: Remove ML-20 from the game 4 Nov 2015, 14:28 PM
Giving protection to the gun so it survives at 5% health when "destroyed" would go a long way to helping deal with off-maps. In: COH2 Balance |
Thread: Yay. Axis team game is hopeless now.3 Nov 2015, 21:52 PM
Sometimes it does, and sometimes it doesn't. The difference between larger and smaller game modes is more than the number of players the engage in combat. For instance, in larger games, like City 17, although it can become two 2v2 games, the way in which the resource points are in contention and the number of OP points a player can benefit from are wildly different from any 2v2 game. @Jadame! when you are done beating up helpless straw men, the conversation continues below. Relic is trying to balance game modes so that all types of games are fun, hence why Brits were almost exclusively a team faction at release. In: COH2 Balance |
Thread: Rangers feedback3 Nov 2015, 18:46 PM
I understand people's interest in giving them more flavor, but their flavor is that they come with 3 weapon slots and can upgrade smg's. That is already pretty unusual for a USF unit. The issue of giving them more versatility is that this is a buff. This would make the unit have more combat roles. Things like increased movement speed would be a huge buff because they could close the gap quickly and deal huge DPS. TFire up would allow them to ignore suppression partially. A new grenade option would give them more roles against infantry and buildings that they currently don't have (again a buff). Nerfs in other areas seem unlikely since the unit is expensive to reinforce, so needs to be very powerful as it gains vet to make sure you can afford to keep it around. Careful what you wish for. In: COH2 Gameplay |