Heavy tanks should get 70 range to counter Elefant/ISU better.
Are you suggesting that because the IS2 gets a 10 range increase at vet2 it doesn't need a stock 5 range increase?
Thread: Balance Preview Update 09/08/20158 Sep 2015, 19:07 PM
Are you suggesting that because the IS2 gets a 10 range increase at vet2 it doesn't need a stock 5 range increase? In: Lobby |
Thread: Balance Preview Update 09/08/20158 Sep 2015, 19:03 PM
Should the IS2 get 45 range so it is harder to kite with a JP4, Stug, or Panther? In: Lobby |
Thread: Axis+Allies combo on matchmaking8 Sep 2015, 18:51 PM
This is happening in automatch? Relic Please In: COH2 Bugs |
Thread: Balance Preview Update 09/08/20158 Sep 2015, 18:46 PM
I would also like to add that in order to take advantage of the weapon range you will still need units to sight for it as their sight has not been changed. When one vehicle shoots another from the FoW it is temporarily revealed allowing the hit vehicle and any other AT sources in range to return fire even without vision. Yes the Tiger/KT won't be able to shoot first but it will have an easier time returning fire even without vision. In: Lobby |
Thread: Balance Preview Update 09/08/20158 Sep 2015, 18:21 PM
care to elaborate on the IS2 vet 3 IS = Infantry Section. The issue with IS vet 3 is that the scoped Lee-Enfield rifles are currently decreasing the DPS of the squad instead of increasing it because they do not receive a RoF buff from cover. In: Lobby |
Thread: Axis+Allies combo on matchmaking8 Sep 2015, 18:05 PM
We have a big bug here. When u are hosting game (as allies) and ur friend will switch to axis in same time when u press search u will get Allies+Axis combo. Pls fix it. In custom games there is no restriction on the factions you can combo so it is possible to play Allies+Axis vs Allies+Axis. You are still restricted to either Axis or Allies in automatch. In: COH2 Bugs |
Thread: Love it or Hate it ?8 Sep 2015, 18:02 PM
Not going to comment on balance as that is still a work in progress but from a design point of view Brits are a blast to play. In: COH2 Gameplay |
Thread: Balance Preview Update 09/04/20158 Sep 2015, 17:50 PM
Balance Preview Update 09/08/2015 Partisan cost increased from 210 to 250 to bring the unit in line with its cost. Partisan guns changed from MP44 to MP40s (PPSH for placeholder) they will deal slightly less damage but still be good at dealing with weapon teams Partisans now have camouflage to gain extra utility after their initial deployment Added Sniper bonus accuracy to the M20 Utility Car M20 Utility car detection radius increased from 10 to 25 to help detect camouflage units UC Detection radius increased from 10 to 25 help detect camouflage units 222 Scout car detection radius increased from 10 to 25 help detect camouflage units WC51 detection radius increased from 10 to 25 help detect camouflage units M3 Scout car detection radius increased from 10 to 25 help detect camouflage units T34 Population increased from 8 to 10 to prevent overwhelming numbers of the tank Wasp damage reduced from 8 to 4 it was doing too much damage initially Wasp range reduced from 35 to 32.5 was able to kite units too easily Churchill Flamethrower range reduced from 38 to 34 was able to attack at to safe of a distance British Command Tank buffs change to the following because initial modifiers were currently over performing.
Fixed an issue of flame barrage landing on OKW battle group headquarters Increase range of KT from 40 to 45 to improve its usability into the late game as it can be kited quite easily by tank destroyers Reduce flame bonus damage to buildings from 1.5 to 1.25 because they killed buildings too quickly especially the dot damage Reduce flame bonus damage against commonwealth emplacements from 1.5 to 1.25 because they killed buildings too quickly especially the dot damage Molotov initial damage reduced from 20 to 10 because they were initially killing many entities on the first explosion Panzerwerfer Damage profile changed from 1/0.35/0.05 to 1/0.75/0.5 which will round out the damage a lot better yielding more consistent results Comet health reduced from 800 to 720, Scatter increased from 3.2 to 4.2 to bring this unit in line with its other counterparts Hammer and Anvil upgrades increased from from 200/25 to 250/50 to make players have to decide and invest into specialization, previously it was too easy to rush into one of them and skip all the other tech) Hammer and Anvil research time increased from 5 to 30 seconds British Sniper weapon behavior change from wants prone firing to none to improve usability will allow it to shoot / aim quicker Gammon Bomb damage reduced from 240 to 200 was dealing too much damage Reduce jadgtiger cost from 800/290 to 720/245 bringing the cost inline with its performance Glider HQ can now build britsh medics In: Lobby |
Thread: Brace8 Sep 2015, 17:33 PM
If Brace gets nerfed I would expect an hp/armor buff. When brace isn't active they die incredibly fast I would hope for the same as well or at least a change to target tables so emplacements take less damage from explosive and fire weapons. Right now the situation is pretty binary: either the emplacement is braced and takes almost no damage or it isn't and is very vulnerable to indirect fire, flame mortar strikes, and just about every AT weapon. In: COH2 Balance |
Thread: Make Von Ivan Community Manager or at least Co Manager8 Sep 2015, 04:02 AM
In: Lobby |
26 | |||||
17 | |||||
12 | |||||
2 | |||||
1 |