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Thread: Is OKW the strongest faction currently?22 Sep 2014, 23:52 PM
My experience in 2v2 with OKW is a strong opening, then a weak midgame followed by a strong late game. The lack of mediums really hurts the mid-game. In: COH2 Balance |
Thread: New thought on WFA vehicle balance - repairing20 Sep 2014, 12:21 PM
I actually have seen a Priest + B4 combo in a 2v2 once! But it's definitely not a normal part of the Meta. In: COH2 Balance |
Thread: Most requested unit in coh2 history...20 Sep 2014, 12:15 PM
Comparing the su85 with Jackson, lol Yes, it's a powerful TD. It's not as powerful as the Jackson, but then again, it's more fragile and there is no reason to assume the Pershing would be as powerful and well armored as the IS2. Conceptually, combining potent TDs with heavy armor is not something new, even if we only count 1v1s. SU85 + IS2. Konigstiger + Jagdpanzer IV. Why are these things not unbalanced, but a hypothetical heavy tank for USF would be? In: COH2 Balance |
Thread: Most requested unit in coh2 history...20 Sep 2014, 03:12 AM
Make Jackson doctrinal and im fine. Imagine Pershing + Jackson behind = gg SU85 + IS2 has been possible since vanilla COH2. Or the Panther+Tiger combo. Long range tank destroyer + strong heavy tank. It's only a balance issue if the Pershing is OP. If a pershing was 240-260 fuel it would be extremely expensive to field with a 125 fuel, very fragile TD. There's also the question of AI vs AT power, the Pershing could also be a primarily AT vehicle, meaning it ends up vulnerable to a Pak or infantry based AT strategy, which the Axis is uniquely suited to field given that they have the best infantry AT and the best AT gun (Wehr). The Pershing doctrine would also possibly be weaker than others early on. No M1919s, no Airborne, no Assault Engineers, maybe a mediocre arty strike. People are saying a Pershing would wreck balance but it is entirely dependent on how it gets implemented. A balanced pershing is 10000% possible in 1v1 context. In a 2v2 context, it's an even stupider complaint since IS2 + M36 is already in use. Double USF is pathetic in lategame though, and the Pershing would make it theoretically viable (assuming its a decent unit). In: COH2 Balance |
Thread: That Feel When VPs16 Sep 2014, 12:43 PM
My partner and I wound up getting automatched with a considerably higher ranked team. Probably wouldn't have deviated my build order had I realized sooner Both teams put on a damn good show, GG. In: Replays |
Thread: German Trenches should not kill its garrison when destroyed15 Sep 2014, 09:46 AM
Or maybe trenches, being holes in the ground should just not die... capturable by anyone who can get to them, but they shouldn't die. Being able to capture them was good, the problem with trenches in CoH1 though was that flamers were the only way to reliably deal with them. You could literally stick a machinegun aiming down the trench lengthways with no obstacles between the bullets and the people sitting in the trench, and it would still count as "better than green cover" for the tommies inside. Of course, if you make them flankable, which is more realistic, you have the problem of near uselessness because combat distances in the game are drastically short. It takes seconds to get from maximum rifle range to grenade lobbing range. It's gonna be silly and unrealistic no matter how you cut it to be honest. In: COH2 Balance |
Thread: Is firing rate of AT guns affected by crew size15 Sep 2014, 03:53 AM
ive seen atguns fire with 1 and 0 crew members though I have a replay from an old patch where a 0 crew soviet AT gun stays in its spot and keeps firing on units that enter its LoS. We had to destroy the gun to stop it. In: COH2 Gameplay |
Thread: A historical comparison in the Game14 Sep 2014, 10:53 AM
Unless you fill it up just with core infantry you're not going to get to ~80 men, which is where company formations start at the low end. In: COH2 Balance |
Thread: A historical comparison in the Game14 Sep 2014, 10:42 AM
It's sub-company level really, more like platoon size. Over a long game you will get there but on the field at one time is usually less than 40-50 guys. But they certainly do try to model "world war II cliches" in this small a time scale. The Russians are all large squad sizes, their core infantry are poorly trained conscripts who use improvised weapons. The OKW are fuel constrained and have economic difficulties bringing units to bear, but have super elite soldiers and supertanks and high tech gear. Their units have five levels of veterancy instead of 3 for some reason. There's a new Wehrmacht commander modeled around the idea of encirclements and closing pockets. Closing a pocket in a Platoon sized engagement?! A lot of things in the game give this impression that they're trying to model strategic considerations and broader national stereotypes about the period that don't apply at this scale. In: COH2 Balance |
Thread: Relic: is it possible to let players rejoin a dropped game?14 Sep 2014, 10:29 AM
Of course it's possible. It's exceptionally unlikely, though. I've probably lost 5+ team games because either myself or my partner disconnected, and the grace period during which you can reconnect is nowhere near long enough for a modem to power cycle. In: COH2 Gameplay |
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