

Thread: I miss the old guard,: where are they??12 Apr 2015, 17:46 PM
It's not that vcoh veterans dont play coh2. The problem is it is a whole different game, you may not feel that but I can assure you lots of people can, including all pros. It's not that it is worse (excluding relics new economy model), just different. It plays differently and there are different ppl with talent for such gameplay. There are also many new ppl as the game is bigger than vcoh. That means top of the ladder has changed dramatically and so changed stream/cast part of community. Yet lots of those players are still somwhere here, hanging around, just not on the first pages of coh newspapers ![]() In: COH Central |
Thread: Lack of credible defensive option12 Apr 2015, 14:52 PM
The problem is it can work but only when done with excessive amount of caution and ballance sense. Sadly most relic employees have neither of those. I mean it's fun but super easy to make broken. In: COH2 Gameplay |
Thread: Lack of credible defensive option11 Apr 2015, 16:52 PM
Dont worry, brits are coming back Kappa In: COH2 Gameplay |
Thread: Urban Tactics Forward Hq Issue11 Apr 2015, 16:48 PM
Queenratchet is right, the flamer ht commander (the one with tiger) is one of the strongest ost commanders. Also its ostheers job to kill those hqs, waiting for stuka means loosing a match. Sure you want have CAS but tiger + smoke work wonders together. As for the cost of fht it can kill multiple hqs and is also usefull after killing them, especially vs mortar spammers. Just keep that one commander in leadout or loose, its that simple. Concidering it completely nagates popular soviet commander it is not that bad. Btw soviets also keep that commander in their leadout to capitalise on stupidity of people not having the counter. In: COH2 Gameplay |
Thread: Should OKW be able to build caches?10 Apr 2015, 16:59 PM
What a cache adds to your economy should depend on map size. Right now they are useless in 1v1, in good spot in 2v2 and OP in 3v3 and 4v4 because of being multipled by the noumber of players and points on the map. Then they can get ones (but keeping their fuel penalty also on cache income).
Alex admitted that okw floats MP ![]() ![]() ![]() In: COH2 Balance |
Thread: Panzergrenadiers underperforming (with video proof)10 Apr 2015, 13:42 PM
I feel the problem of pgrens is that ppl don't know what is mid range. If anybody is wondering: it's half of squads sight range (namely 16), so it pretty far away! As for other tips: 1. They cannot be your main infantry as they are not suited to take damage. Use grens, pios and ostruppen for that purpose. 2. Don't build pgrens unless you have med bunker, they are very expensive to reinforce. If the squad is wounded (like about half the health) even if it lost no models or only one model pull it back and heal. 3. Two man pgren squad is as worthless vs infantry as 4 man upgraded squad(they have half the dps). It's a good moment to retreat, loosing whole squad is very costly, even loosing that 3rd model is too costly too keep that half of the squad on the field. If they are upgraded you can keep them on the field for a while but only if they are facing enemy TDs. 4. While engagements always stay in cover. If you are defending, green cover. You can change position only if there is no enemy around, they are all supressed or your cover is destroyed/naded. That makes them most usefull in defence to cover mgs (and after upgrade cover AT guns) but they can also attack, just from one shotblocker to another. 5. Use mid range for your engagements, they overdps every other squad on that range. In: Lobby |
Thread: What about su-76?10 Apr 2015, 00:55 AM
I agree Su-76 is not able to be used as an impact unit like the T-70. With veterancy it has substantially more uses as the game goes on though. Maybe but definitely not in 1v1 where hou have to hold every tiny bit of fuel tightly. You just need every unit to deal damage in its window of opportunity. And that unit has no window right now. In team games where everything is stressless and casual it may be the other way round though, still even t-34s that are UP right now (definitely in team games, in 1v1 some may argue) are seen much more often. In: COH2 Balance |
Thread: A letter to Relic COH2 Game balance team10 Apr 2015, 00:48 AM
I'm not supporting truck pushing for the simple reason that trucks are free but late models of SWS were armoured with up to 15mm armour which means they were unpenetrable from front by anything less than PTRS, even .50 cal or DShK (assuming normal rounds). What's more huge part of side were tracks that were also very tough in that model. On the other hand 251 had same armour and in game it dies like fly... In: COH2 Balance |
Thread: What about su-76?10 Apr 2015, 00:28 AM
T3 and T4 have retarded unit placement. T4 is support with katyusha rocket artillery and the su-85 tank destroyer. Then some bozo decides to shove the attempt at a jack of all trades su-seventyshit-m spg. Minus the AT capability and infantry support the actual tank had. DOES NOT BELONG If t4 is boosted with t-70 nobody will ever build t3. That's because soviet t4 would have no disadvantages at all. It can be possible only if t3 will be significantly cheaper and t4 more expensive. But that makes for linear build and will probably never happen. That said I'm playing the game since beta and in the early build su-76 actually had it's place in t4. It was just kind of stronger light vehicle and a bridge and support to both su-85 and katyusha opening. The tier itself was cheap but all its units apart from su-76 were really expensive. You needed that su-76 vs flamer halftruck, 222 spam, mg spam, it was effective even vs gren spam and it could patch lack of AT in T1. If a player decided to go only with su-85 he was swarmed with infantry and if he decided to go for katy first it was killed by german T3. So it was definitely not out of place. It was also super usefull tool during blizzards. Right usage of su-76 in a blizzard could literaly turn the tide. Then they raised cost of its arrival by half with cost nerfs to both the unit and the tier making it useless unless you already won a match... In: COH2 Balance |
Thread: Forwarded base and OKW trucks territory mechanism8 Apr 2015, 09:50 AM
Yeah, it's just another way roung, cutting of its sector stops it from producing units but not from using its abilities. That way trucks are reliable and at the same time cutting them of is usefull. Or at least it was when obers were I win button and you had to do all you could to prevent them from building. Btw does anybody know if heer bunkers work on cutof territory? I'm pretty sure healing works but I dont know about reinforcing.
Ofc it's a nerf, truckhugging is currently best way for okw to live long enough to get panther or KT. Otherwise they're quite screwed. In: COH2 Gameplay |