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Post History of ferwiner
Thread: Luftwaffe smoke spamed as recon14 Jan 2018, 01:38 AM
Yes, smoke planes were intended to be usable in double role. As for base sectors, only the "red smoke" offmaps that real damage have been restricted. In: Strategy Desk |
Thread: Bad matchmaking?13 Jan 2018, 18:20 PM
You are talking about a placement match. A player with 2 hours of gameplay must be playing his placement match. Also, the match maker doesn't use your ladder placement but your elo, which is a hidden number used to sort the ladder. And finally, yes, there is no linear or any other functional relation between skill and ladder placement just becouse the only relation is sorting. In: Lobby |
Thread: New CoH Community Manager?11 Jan 2018, 20:47 PM
It is really funny, what you all see / can catch up without having a relationship with them
As far as I can tell Sturmpanther is doing everything that CM would normally do ![]() ![]() In: Lobby |
Thread: Nerfing Indirect Fire10 Jan 2018, 17:00 PM
Good point. That change could be really beneficial to the game. I have never hit more rockets on shot blockers than with the STUKA though, not high enough of a trajectory for me apparently Probably becouse you haven't even try to shoot katy from position such close to the shotblocker ![]() In: COH2 Balance |
Thread: Nerfing Indirect Fire10 Jan 2018, 16:25 PM
Such mechanic is already implemented: the further is the target the higher is the spread. The problem you guys might have is that while in case of alpha strike units like PW lower spread is always better, in case of area denial like LM it is sometimes better to have higher spread in order to lock bigger area. I can't think of any solution to that though other than decreasing max range of such units and that may make them useless. You also need to consider that allied rocket artillery has low trajectory rockets that can't be shot from behind many shotblockers, like forests, becouse they simply hit them. PW and stuka, if well positioned, do not have that problem and it is an important advantage. In: COH2 Balance |
Thread: Nerfing Indirect Fire10 Jan 2018, 12:20 PM
I checked it out for you: -PW shoots 10 rockets in one quick salvo -Katy shoots 4 rockets in each of its 4 salvos. -Calliope shoots 3 salvos, first 2 have 7 rockets, the last one has 4 rockets. -LM shoots 30 rockets in one, very slow salvo. This basically means that only PW and calliope have any real damage potential becouse after first initial salvo, or in case of LM first initial few shots, every sane player repositions. LM and katy are much more area denial tools than damage dealers. If you want to learn to use PW better, you should try using it as close as possible, behind a shotblocker. This lets you use main advantages of the unit such as big alpha strike and high projectile trajectory and avoid its main weakness, high spread. In: COH2 Balance |
Thread: Nerfing Indirect Fire10 Jan 2018, 11:57 AM
I'll just leave here the note that before the patch allied arty had less friendly fire potential than axis one. This has been normalised in DBP, which is an overall nerf to all allied artillery pieces. How come that some still consider them too good? In: COH2 Balance |
Thread: December patchnotes + Bug report9 Jan 2018, 21:13 PM
look at the map It looks like ability called just behind the base border which is perfectly possible for all offmaps and not a bug. 2 Possible bugs that I have come across: What exactly is wrong in these post game stats? As far as I know many things there are counted incorrectly (in a sense) for a long time, so it is important to know if it is something new. In: Lobby |
Thread: The 222's ability to counter snipers9 Jan 2018, 18:37 PM
I think sometimes it's up to the RNG gods to determine if a sniper counter actually counters its intended target. Sometimes my M20 wipes a sniper in half a second, other times I literally chase a sniper halfway across the map and into his base and still haven't killed it. Were it up to me I'd make sniper counters OP as hell cuz I genuinely hate snipers. Its not rng, its the RA buff on retreat and acc debuff on the move. If the sniper doesn't retreat in time, it gets killed by a stationary m20 in split second. If it is on retreat it is harder to hit so you actually might need to follow it to the base so that the bonus wears off. In: COH2 Balance |
Thread: It is time for the OH MG bunker to cost popcap9 Jan 2018, 17:27 PM
The real problem with the Axis Bunkers is the armor. Sure we can make comments about the fighting position getting nades and a MG all we want but they die super easy to small arms. MG42's, pios, sturmpios all have a fairly easy time clearing it due to its lower armor. The OKW/OST bunker has high enough armor that its not damaged by small arms fire making it hard to flank/clear. The only options for removal are ATguns, mortars (not an effective counter), Or a demo charge which typically runs around 80 muni. There are multiple options for clearing out bunkers and building them in early game is asking for MP bleed, just becouse they die so quickly its impossible to repair them. Lets see: - soviets: early mortar, early at gun, penal satchel, penal ptrs, demo (which is 60 muni now) - usf: mortar, bazooka weapon rack, early LVs like AA halftrack or stuart, AT gun - ukf: mortar emplacement, piat weapon rack, AT gun, AEC, AT sections, even the sniper. Mind that weapon rack is quite often the good choice as it costs around the same as one MG bunker and you will have to buy it sooner or later either way. In: COH2 Balance |
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