The Brit sniper gets to crit light vehicles because the Brits have no snares. The Kubel still devastates the sniper (and often you can get vet 1 before it even comes out), but you need to flank it.
The Kubel is more on the lines of a soft counter to the Brit sniper, instead rely on volks or Fus to take advantage of his limited map presence. Where he has a sniper he will also keep units to support, meaning he is very limited. Or get arty of some sort and hit the sniper.
The Brit sniper is a truly unique and interesting addition to the sniper pool no changes needed.
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Thread: Brit sniper and light vehicles?!?19 Oct 2015, 20:25 PM
In: COH2 Gameplay |
Thread: Jagdpanzer IV Penetration19 Oct 2015, 15:21 PM
Damage boost it gains with vet when shooting out of camo should also be removed. This unit will receive no buffs, it will only be nerfed from here. Sorry OP your suggestion is off the mark on this one. In: COH2 Balance |
Thread: Stuka Dive Bomb Accidently (or not?) Buffed with Large AOE16 Oct 2015, 22:00 PM
Real bug then (I cannot even understand why this thing would receive a buff), but the sound does not always trigger. Just had a game where sound for dive bomb never played, that combined with the buff was...powerful. In: COH2 Bugs |
Thread: OKW Flame grenades vs Molotovs [with video]13 Oct 2015, 23:06 PM
The issue here (hard to see in tests which were not done very well) is that the maxim crew runs into the nade to pack up and retreat. This means every model takes damage for the maxim amount of time. Also the faster throw animation allows the nade to be nearly undodgeable up close. Problem is not the nade, its the way in which weapon teams response to them, which is different by faction for some unknown reason. In: COH2 Balance |
Thread: lets talk about medium tanks vs schrecks (AGAIN) 13 Oct 2015, 16:08 PM
Shrek blobs, while annoying, are not the death tornado they once were. If you see your opponent getting blobs get anti blob devices, tanks are usually not it. MG's, flames, demo's, mines, Howies, mortars, all do a fine job. The problem I have is that Shreks are still sniping infantry at close range regularly and this should not be the case. In: COH2 Balance |
Thread: [Balance Preview] Pack Howitzer vs Infantry Gun13 Oct 2015, 16:01 PM
The Pack Howie will be bad and is non-sensical. Some of the points mentioned in this thread (pop cap, range) demonstrate that. Omega(?) had a good thread about this unit a while back that pointed out the issue is it is trying to be two units in one and failing at both. Either make it an arty piece dependent on the barrage, or make it a free firing unit dependent on good positioning. Doing both means it can't be good at either or it will instantly become OP (as it now stands). The suppression thing I can live with if this units role was better defined. Currently it basically tries to be a heavy arty gun with too little damage and AoE to do that, and far too little range to provide close support (once it gets patched). In: COH2 Balance |
Thread: RELIC - how about this war spoils idea...easy to implement13 Oct 2015, 15:47 PM
Without sounding cocky - is anyone actually caring about this system? I do but because I don't own all the commanders. I would like to get a number that are still meta (Rifle Company pls) but instead I get 3% cheaper penal satchel cost, or now I get Brit ones (Relic trolling me since I don't own Brits). The whole thing could be fixed by simply by adding drops more often or allowing me to turn in commanders for a commander of equal or lesser rarity, the same for bulletins, and so forth. In: Lobby |
Thread: Hull Down13 Oct 2015, 15:36 PM
Ability is interesting, if not very niche. AT guns nullify the added benefits in most cases, but it can still work. This is a theoretical idea that looks really cool, but is practically very limited in use. In: COH2 Gameplay |
Thread: OKW Flak Halftrack12 Oct 2015, 20:55 PM
I think elchino7 has demonstrated he is more than competent with this game. The comment is rude and his point still stands. You don't attack move into their base, you attack move slightly ahead and it rolls forward to deal with infantry while setting up. If his infantry are able to gobble up your Flak HT you already need to be on the defensive with it. Set up time will not change that. In: COH2 Balance |
Thread: Putting Away Minesweepers 12 Oct 2015, 17:43 PM
Then I would like to see a weaponupgrade for the Sturmpios too. Just like any other engineers squad. Sturm Pio's already come with an upgrade, that is built into their cost. They get AR's which all other factions have to pay to unlock in some fashion. Katitof hit the nail on the head, sweepers prevent in OH and Soviet army the squad from gaining vet. This should not be the case. RE's and RoyalEng I have less sympathy for because they can carry weapons. However, to be consistent they should likely also gain the ability to sling the sweeper up if they want more firepower. In: COH2 Gameplay |
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