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Thread: M24 Chaffee4 Aug 2015, 03:22 AM
The Chaffee is very late war and isn't "sexy" like the Pershing. So it's not as popular to include in various games. In: Lobby |
Thread: UKF - infantry units3 Aug 2015, 00:01 AM
The new meta is all about Stugs and Panzer IVs anyway so that's probably fine. And balance may have changed substantially by launch. In: Lobby |
Thread: UKF - Know your units - .Emplacements31 Jul 2015, 11:33 AM
I can't believe they passed up the opportunity to call it APDS tho In: Lobby |
Thread: UKF - Know your units - .Emplacements31 Jul 2015, 00:08 AM
"Abilities: 400mp / 75 fuel is pretty steep for an AT gun especially one that is probably hard countered by ost turbomortars. We'll have to see what its like on launch. In: Lobby |
Thread: Fuel rationing as an approach to balancing30 Jul 2015, 23:44 PM
As I said when I proposed a similar solution (caches only give half benefit to taemmates) and people said everyone will go crazy and kill each other's caches - idiots who do this deserve to lose. Like do people who steal the best med truck spots have their OKW players attack grounding their truck with a puppchen or something? I don't think this is real behaviour anyone with an interest to win would actually partake in. In: COH2 Balance |
Thread: USF - A few more design errors 30 Jul 2015, 03:30 AM
There is a mod I've seen on here that is working armor angling into the game, which is a cool hack considering its a mod and the base game doesn't seem to support the stuff by default. IMO the game is small enough in scale for armor angling and side armor to be factors in penetration. Particularly for the smaller scale game. I think that this might be a good testbed for whether or not it works in a coh type scenario although obviously it will depend on the quality of their balancing too. In a CoH3 scenario I would be in favour of increasing tank ranges, but not dramatically. Like 60 range default, 80 for TDs and AT guns or something like that. Mainly because the distances are SO short that they are often irrelevant in practical scenarios. My main bugbear is infantry AT, which is only somewhat shorter range than the tanks they're fighting. In real life a Sherman could easily engage targets at 600-800 meters, while a Pscreck has an effective range of well under 200m. And some fausts only working effectively to 60 meters or less. This would all feel a bit less weird if you had slightly more room to differentiate these ranges with. But not so many that infnatry are totally worthless. It's a balancing act obviously but I definitely want to see slightly longer ranges. Acutally inf rifles and such could use a small range boost too for similar reasons! In: COH2 Balance |
Thread: USF - A few more design errors 29 Jul 2015, 23:54 PM
Since we are devolving into historical debates, i'd like to clarify that more panthers were used than panzer4 ausf js in the ardennes offensive. Certainly more PzIVs than Sturmtigers though. The change was definitely a step in the right direction on that front. Pls add side armor in the next game relic. In: COH2 Balance |
Thread: USF - A few more design errors 29 Jul 2015, 03:52 AM
Sturmtiger as stock unit was definitely nonsensical. But then so is Ostwind being a stock tank, lel. 45 produced total starting in 1944, unknown number seeing combat. The games use real armies as themes, but don't strictly adhere to realism in any capacity. In: COH2 Balance |
Thread: M26 Pershing/Calliope Debate29 Jul 2015, 01:32 AM
They probably didn't originally plan to put Pershing in, but when they decided to put in late war stuff with Brits (e.g. Comet tank we've seen in screens) maybe they felt it was time to release some new content for USF along the same lines. A lot of people have asked for it and it would be a way to spice up the USF late game. It definitely feels as though everyone gets all their coolest toys except the USF. Soviets aren't missing too much late war kit, SU-100 maybe. OKW / OH wouldn't have anything much to add in terms of late 44 / early 45 units since the Germans were collapsing at the time. But USF and Brits can both benefit a lot from late war models in terms of unit diversity. In: Lobby |
Thread: USF: Bleed Infantry, Paper Armor, DOA weapon crews28 Jul 2015, 04:49 AM
I think BAR is fine for 60, zook is probably a bit overpriced. I would prefer the bazooka got some secondary utility rather than made cheaper, like squads with zooks could spend muni to fire a special WP shot or a HE round for clearing buildings? But then it might be way too good, idk. Would just be nice if it was a more generalist weapon rather than being "like a panzerschreck, but worse in every way!" In: COH2 Balance |
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