veterancy is stupid, nothing but flares and capping points with vehicles.
...veterancy is a core mechanic of the game.
Thread: Veterancy11 Feb 2016, 07:58 AM
veterancy is stupid, nothing but flares and capping points with vehicles. ...veterancy is a core mechanic of the game. In: Lobby |
Thread: Flamethrowers vs buildings11 Feb 2016, 06:46 AM
I miss the good 'ol days... https://youtu.be/1sGNYH0vQyc?t=7m15s Edit: better display of old flamers https://youtu.be/1sGNYH0vQyc?t=13m39s But yeah, I agree, flamers and flames in general should do more building damage. In: COH2 Bugs |
Thread: Veterancy11 Feb 2016, 06:41 AM
As those of us who play all five coh2 factions know, veterancy works the same way for every faction and for every unit. Your unit does or takes damage, it gets veterancy. It kills models or tanks, it gets veterancy, etc. Those of us that played coh1 know that the veterancy systems were different from each faction. For those that don't know... Veterancy was only added when a model or tank was killed, not damage. U.S. faction had more or less the current vet system Wehrmacht had purchasable veterancy PE had veterancy like U.S., but values were shared to nearby units and options were given to the player Brits had veterancy attached only to officers. So, anyway, I see a lot of talk about purchasable veterancy and how people miss it. Why is that? While it made sense historically, to bring in veteran/crack/elite troops from the Eastern Front, it seems, from a gameplay perspective, that this system does not aid in unit preservation and instead forces players to choose between new units/tech and veterancy bonuses. Why do some people want this/think it's a good system? Do people think the PE system of veterancy was/would be a good model to use in the future? It was cool to get vet on non-combat units like kettenkrad. The British vet system seemed a bit silly as well. Veterancy adds another dynamic level to unit preservation that builds on the limited resources/weapon upgrades that promote unit preservation. In general, though, it seems silly to drastically change things that aren't broken. But why do some people do want to change the veterancy systems for some or all factions? In: Lobby |
Thread: New Members Guide 11 Feb 2016, 05:28 AM
When is Cynthia coming back to coh2 and becoming a Bear? In: The Angry Bears |
Thread: Buff cons/penals and nerf Maxim to end support weapon spam10 Feb 2016, 00:41 AM
I think the maxim is doing what its suppose to be doing, a suppression platform with some nice dps and good setup time. The MG42 can suppress in a huge arc, and can load incendiary rounds to really burst people down. Old Maxim? One of the reasons it wasn't so great was because of vet 2 grenadier rifle nade range. Rifle nade could be fired from beyond sight/maxim range, which in itself isn't necessarily bad, but the fact that models tend to stack up, it led to the vetted maxim squad being wiped instantly with a 30 muni ability. maxim has always been able to beat MG42 1v1. Maxim wasn't terrible but it's certainly in a better spot now. The reason why soviets have so many men in their squads is to reflect the vast amount of manpower that the soviets had throughout the war. Perhaps you should rely less on rifle nades and more on various other tools for wiping maxims, eh? In: COH2 Balance |
Thread: Buff cons/penals and nerf Maxim to end support weapon spam9 Feb 2016, 10:36 AM
Is getting 4-6 maxims more viable than 2-3 w/ 1-2 cons + shocks? I usually do the latter but... six maxims? That sounds glorious in a 1v1. Anyway, I enjoy using a few maxims in 1v1. It makes me feel like the British in Africa in the 1890s/1900s or von Lettow-Vorbeck in East Africa setting up Machine Guns in depth, then bringing one 'round the side to pour enfilading fire down into those savage- I mean Nazis. Then a T70/ZSU, then three SU76s and wait for IS2. Fucking great m8. Choccy can attest to this. Do you still remember our game on Minsk, Choccy? nearly a month and a half ago I reckon. Great times. In: COH2 Balance |
Thread: When are they Going to Fix American Pop Cap Exploit?8 Feb 2016, 07:50 AM
USF crews are intended designs in the game. I'm not sure if you're aware of this, but there is no multiplayer tutorial for USF. Maybe, by some slim chance, there's some info in Ardennes Assault, but other than explaining the basic mechanics of the game, there are no tutorials for each faction, unfortunately. That's something that you've just got to deal with. There is a consequence when you go over popcap. For every 1 popcap, you lose 1.5 manpower, I believe. If you're at 150 popcap (god forbid), your mp income is 75. Those numbers could be wrong, but the mp income relative to popcap stays the same no matter what popcap you're at. It's a linear equation. m=-1.5p + 300. Leave it, but implement a MP and Fuel penalty for every 10 over the pop cap. It is just dumb when they can consistently reinforce 8 squads of RE while having 8 M10s on the field and fuel for replacements at the ready in a few minutes. There's a mp penalty, as explained above. If it's dumb that your opponent can replace tanks rapidly and reinforce squads, you've done something wrong. You've lost. You've been outplayed. Sure, it might seem easier, the game may go on longer if your opponent was at 120 popcap, but they had the resources to spend on that shit and they're maintaining enough mp to keep that shit on the field and deny you the ability to recapture territory. You. Have. Lost. In 4s, it's definitely a different story. With Calliopes/Priests, it's possible to just popcap abuse. I do that but only if I have a solid fighting force first. I have 2 jacksons, LMG rifles, maybe an AT gun. If your opponent has 12 calliopes and a couple of fresh rifles, they're not a good player or you and your team suck enough that your opponent can have no frontline armor or infantry and still kick your ass. In: COH2 Gameplay |
Thread: Looking for people to play 3v or 4v 8 Feb 2016, 05:48 AM
Hey man, is there any chance I could hop on your TS? It sounds perfect and I'd love to play with you guys. yeah man, for sure! Most bears are from EU/NA, so we're on at suitable times for those timezones, but there's some Australian/Asian bears as well! In: New Members |
Thread: Heat-seeking Technology7 Feb 2016, 16:43 PM
I'm pretty sure that units have an accuracy penalty against moving vehicles as well, effectively compounding one's chances of dodging handheld AT when you're keeping your vehicles moving. That's probably why kiting is so effective, especially at max range. In: COH2 Gameplay |
Thread: Severely underperforming USF units7 Feb 2016, 16:37 PM
Don't forget about Pathfinders please Relic, make them spawn out of buildings, they're way too expensive to call in and to reinforce. I think to maintain price, they could only spawn out of buildings in friendly territory? I&R pathfinders should have four men and be combat effective as well. Do they have the scoped rifles w/ sniper ability at a certain health like pathfinders? If they don't they're useless for everything except their artillery. The riflemen increased sight should be combined with the riflemen flares from Rifle company for a recon package. Would make the most sense, I think. Would give that recon commander some extra oomph. In: COH2 Balance |
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