Indeed the volks' nade is more expensive per use, but comes without upgrade cost. Whereas, as mentioned before, all other mainline infantry pay to upgrade their grenades.
There should be a 1s timer when the grenade lands. Possibly reduce damage to 10 on impact and reduce cost to use to 20 or 25.
Weapon team not being able to retreat when burning to death because they keep picking up the gun should be solved in the same way as the German MG's which teleport guns to nearest entity. Really not sure why this was not already done in all cases yet.
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Thread: Volk throw their incendiary grenade too quickly21 Sep 2015, 20:58 PM
In: COH2 Balance |
Thread: Those stupid leiG spam21 Sep 2015, 18:28 PM
Gun was close to over performing, or was arguably over performing before. Current buffs make it just that much better. As a reminder to everyone saying "Look at the Pak Howie", Pak Howie comes much later. The ISG, can on some maps, be your 3rd built unit and it is designed this way so that you can start to punish weapon team spam. It is also in a faction with MP float, which the US rarely if ever has. On top of that it is in a faction with cheap and plentiful AT so there is limited chance to hit the guns early with light vehicles. AND, wait there's more, it comes in a faction with FHQ which heals and reinforces so the gun is nigh impossible to kill by ranged units, which always have a shorter range and must come under its fire to attempt to hit it. Even when decrewed, volks can rapidly recrew for cheap. Its range allows it to shell so far back that even if you do decrew it you will never be able to limp the gun back to your lines before your enemy catches up and kills the capturing infantry, if you even have a squad with more than 3 men when you manage to finish off the crew. Med to ISG is no brainer right now, and that speaks to how much this unit is over performing. In: COH2 Balance |
Thread: So when is CAS being addressed?21 Sep 2015, 14:52 PM
AA does nothing against this commander because planes fire before they can be targeted. The CAS player can also continue to play as normal or take the side route at any time and unlock unlimited upgrades for his men. Mines are everywhere if they need. Stuka dive bomb basically every time it cools down, wherever the player wants. In team games CAS is still too good and completely nullifys static arty. Since one player will always have it getting arty is very difficult to do. The commander needs to be looked at, and possibly changed. In: COH2 Balance |
Thread: [OKW] [All Modes] [2x ISG ending the game VS brits]21 Sep 2015, 14:46 PM
ISG is clearly over performing. Price needs to go up and scatter needs to go up. Reduce scatter with vet, reduce vet requirements. In every team game I am seeing 2+ of these. In some games I see more than 4, at which point any infantry moving near the area are instantly pinned or wiped. Unit is too mindless for its place on the field. It is also doing good damage to vehicles. The gun should be useful, but not this useful. In: COH2 Balance |
Thread: Partisan SMGs21 Sep 2015, 14:42 PM
This unit is going to be nerfed clearly, but they may not change as much as people expect them to. In the video the Falls had their backs to the partisans, were at 0 range, did not retreat before they lost a model, and had poor spacing. Partisans are too good for cost, but you should not expect to see them get heavily nerfed, the commander is too weak for that. In: COH2 Balance |
Thread: Ambulance Bug?20 Sep 2015, 22:24 PM
Ambulance will become immobilized in a sector if it is set up as a healing point and the point is lost. For the moment you can overcome this by ejecting the medics and then have them get back in. You will regain control of the truck. Clearly a bug. In: COH2 Bugs |
Thread: 2 Solutions for JP4 Camo (serious thread, not trolling)20 Sep 2015, 22:21 PM
Cloak on JPIV is broken, arguably the vet is broken, increased damage out of cloak should not be a thing. Increased penetration and accuracy is fine. Cloak should take longer (maybe 8 seconds), and the detection range should be quite high (20m?). This unit should be useful if set up properly, not a way to make units lose target in combat. 20m range would still mean tanks have to close 40m of open field where they can be shot by this unit, before they can guarantee it can not escape by disappearing. In: COH2 Balance |
Thread: SEPTEMBER 17TH PATCH NOTES15 Sep 2015, 16:59 PM
Couple of things here. IS-2 shoots at higher armored targets, so its higher penetration values only allow it to get a chance to penetrate the harder target. They are also shooting at tanks with high speed frequently (blitz), and often tanks that have excellent cover in the form of smoke. All these things make the time required for an average kill go up. If you think the IS2 with its slower reload and less accuracy is better at gibbing inf, then you don't play enough. IS2 can only hit infantry if they stand near cover and the IS2 gets lucky. Infantry always provide a reliable threat to IS2 since it is unlikely to wipe in one shot even when it does hit, and the long reload basically guarantees the squad can retreat to safety. The Tiger is far more lethal to inf, especially our new smaller Allied squad sizes. For instance, use attack ground with a tiger to always get the shell to land in the middle of a squad to ensure maximum damage. Course they will both have the same range at vet 2, but you did not notice I said that in my comment. Only they Tiger will have 5 more range until vet 2. Which is kind of a big deal since that means it will always get the first shot. The Tiger II is a fortress around which your attack hinges. It is the most skilless version of a tank in the game, and this only stresses that point. Since it cannot chase and it has insanely high damage it just sits still and destroys all within its range. When it takes damage it falls back gets repaired and moves back to the line. Its blitz is too slow to help it chase down tanks so it just uses it to try to escape. Nothing redeeming in this tank, and now it will always get the first shot on attacking tanks. Upping the micro requirement for allied players and lowering it for the German player. It should have been made cheaper and faster. Indeed the Zis has good penetration which is compensated for by its terrible, absolutely basement, fire rate. So your basic argument is that if the 6-pounder can reliably penetrate Tiger from the front the tank deserves a buff? I assume all Allied tanks are well overdue for a buff then since the pak is like a knife through butter and almost all Axis AT always penetrates Allied tanks, besides Axis having the best snares, the best vet levels, the best abilities for AT, the most AT, and the best command structure allowing them to access it whenever they need. If the plan is to buff the Tiger, what is the purpose of that? Is it to encourage Axis tanks to be more suitable to engage on their own? Is it to make the Axis more flexible? I don't want to see more Tigers and Tiger II's. I want to see more players digging into their tier structure and picking the right tool for the job. In: Lobby |
Thread: The new Community Map Spotlight Rotation:15 Sep 2015, 15:02 PM
As Katitof said they removed Pavolov's House because of its limited tactical play. It transitioned through a mortar to light artillery to heavy artillery festival every time. Achelous River!! Have we learned nothing?!? Destructible bridges?!? 6 players?!? Instant veto, this is one I won't even bother trying once. In: Lobby |
Thread: Some thoughts on Sep 17th patch.15 Sep 2015, 14:56 PM
If you think the only difference between the TA and the Tiger is a little more health than you need to go ahead and look at the stats. The RoF differences between this and the Tiger is insane. And the MG is also much better than the Tiger's last time I checked. You also forgot it calls for no fuel, and so can come in even after you field multiple tanks. It also always has smoke and blitz. Couple of really nice advantages, just not outright better than Tiger in every way. If you need offmap then of course you should not be looking to this doc. I still find this commander excellent against USF when played well. I will admit I have removed this commander from my loadouts in larger games because the level of AT has risen sharply by the time it appears and it is too late to change the outcome of battle. Pick your commanders for your playstyle. In: COH2 Balance |
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