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Thread: Coh2chart.com new data tell us alot....10 Apr 2017, 17:43 PM
It looks quite healthy to this point - the chart is just a typical feedback chart of system under regulation under changing conditions. Lets just hope it's a negative feedback, not a positive one, as it can't be seen from the graph at the moment. In: COH2 Balance |
Thread: Opinion on the "new" USF mortar?10 Apr 2017, 17:31 PM
The mortar is really good. It does perfectly what it was designed for - drops smoke and counters garrisons. Range is enough to deal with team weapons. It is also really easy to reposition and thus hard to wipe - not only can it retreat earlier than other mortars, before being rifle-naded, but also can use the quick set up time to change position and fire back when under enemy mortar fire. It needs more micro than other mortars though, so don't get it if you cant keep it moving. Do mind that there is not really much need for it if you go nades. In: COH2 Balance |
Thread: Someone doo eet!9 Apr 2017, 22:07 PM
I belive that there are already some mods that make the game much more realistic - like more real range, armour and damage profiles of all tanks. There is no need for a new mod and the idea is tbh ten years old. |
Thread: GCS Balance Preview9 Apr 2017, 15:26 PM
That's all that is hoped for. Also, it's worth mentioning that due to the more static nature of turetless brummbar and the fact that usf players are used to smaller move penalties the sherman has, the buldozzer will always feel inaccurate, even if it is going to be totally ok after the patch. In: Lobby |
Thread: G.C.S Battle Planner Feedback Thread9 Apr 2017, 14:11 PM
I'm not in tournament, just lounched the login screen to see what the app is, but I belive you should change html title and possibly icon of the site. Just to make things look more polished. |
Thread: Comet at 20!?! population7 Apr 2017, 11:48 AM
wtf....u can only build one at the same time... We were discussing relaxing that limit. In: COH2 Balance |
Thread: Comet at 20!?! population7 Apr 2017, 11:40 AM
I would say that KT being the strongest vehicle in the game could be about 32 pop, so that if you build two of them you are left with only the repair forces and if you try to build 3 you have to rely on teammates/buildings repairing you. Other heavies should be under 30. In: COH2 Balance |
Thread: Panthers need adjustment6 Apr 2017, 23:23 PM
Buffing the Panther is wrong answer to the issues. Another reason for it being more expensive is that okw panther is simply much better than ostheer one. In: COH2 Balance |
Thread: Comet at 20!?! population6 Apr 2017, 21:42 PM
All popcap should scale according to a unit's real usefulness. Otherwise, you create no-brainer build-everytime units. If a low-popcap unit has no unit limit, then you've created a spam-monster (see live-version Comet). What do you think about increasing population cost of all heavy vehicles to the point where having 2 of them on the field would be a bad idea 90% of time and then relaxing the "limit to 1" rule? I feel that sometimes building 2 heavies should by viable option and operating on pop cost we can make it so this is a rare possibility rather than obvious choice like before. Without using artificial limits on unit counts. Such change would open more posibilities, especially in team games where you could imagine one player choosing a doctrine with heavy and going double heavy and the other covering infantry and spamming mediums - much more of a synergy than everybody going heavy vehicle doctrines just to get one per player. In: COH2 Balance |
Thread: Inconsistencies that should be fixed5 Apr 2017, 21:33 PM
No. Apart from soviet 120mm mortar, these are not inconsistencies becouse they are important to unit performance, this is just asymetric design. In case of pack howitzer it doesn't change much, just another thing we have to remember. In: COH2 Gameplay |
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