I believe I have already reported the thread for being spam. It yielded nothing fruitful short of getting the thread moved...
I suspect there is a conspiracy aloof
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Thread: War Cabinet – new strategy and war game21 Aug 2014, 22:30 PM
In: Other Games |
Thread: IS-2 Frontal Armor 21 Aug 2014, 22:23 PM
The plural of anecdote isn't data. In: COH2 Balance |
Thread: Shocks19 Aug 2014, 22:13 PM
Do Axis heavy players really think that they don't have to micro anything at all to win? If Shocks use smoke to close in on your Obers in green cover, I am terribly sorry that you can't just sit there and slay endless hoards of conscripts and penals. But seriously, just kite them. Two squads will do the job wonderfully by leapfrogging away. One squad runs away, while another shoots. Then switch and keep at it until a retreat is forced or better yet run them into an mg. Shocks are really nbd. In: COH2 Balance |
Thread: Shocks19 Aug 2014, 19:38 PM
wooof is right on this one. konigskubel with a squad of sturmpios will wreck on shocks. And honestly, just kite them. Their long-mid range dps is abhorrent. In: COH2 Balance |
Thread: Many maxims suggestion19 Aug 2014, 16:36 PM
I don't buy the notion that Maxim is "over-performing". Compared to every other non-doctrinal infantry unit it is the only unit that really performs at all. I also don't understand why the maxim can't be an offensive weapon. It's already a poor idea to go running around with one while lacking atleast one screening infantry squad. Adding to setup/packup time will just make it a shitty mg42 that is useless unless deployed in a building. Leave it as is, or if changes are made, make up for it with other sov unit buffs. In: COH2 Balance |
Thread: What should Relic do to increase allies-players?18 Aug 2014, 22:21 PM
That's the thing, nobody is disputing that soviets rely on doctrines. I was merely inquiring as to the benefit you think your cries of "But they are supposed to be that way!" offer to the conversation.
Good idea staying away from that one, (I was secretly lying). My builds always consist of spamming cons and shocks until ISU comes out. In: COH2 Gameplay |
Thread: What should Relic do to increase allies-players?18 Aug 2014, 21:50 PM
So it is an irrelevant (and affirming) counter-point to a factual statement?
Not exactly, (though there is something to be said about delaying tech) I'm sure it has more to do with the fact that the initial MP investment required would nullify the purpose. That MP is sorely needed to generate the greater numbers of INFERIOR units in the early game to prevent being pushed off the field in the first engagements. If the soviet player waits to build T2 until later in the game, mortars and maxims are not giving you near the return on investment you would have gotten had you skipped T1 from the start. Also, I don't see any reason for me to go into the absurdity of building T2 then T1..
Apology accepted, I will try again. I began by acknowledging the fact that a Soviet player does have the ability to NOT tech past the first building (NO T3 or T4). However, if the opposing player(s) haven't made sizable gains (in terms of map/resource control) and allow the soviets (With their SINGLE tier) to hold points long enough to get the CPs necessary to unlock call-in armor (without the half-CP generated by teching up), I assure you that the game is already being lost. Back to the matter at hand: Generalist units require less micro than specialized units, hence the imbalance in player base. In: COH2 Gameplay |
Thread: What should Relic do to increase allies-players?18 Aug 2014, 21:15 PM
You seem to be repeating this like it proves some sort of point... maybe I am just dense, but I fail to see what exactly that is.
Soviets are realistically only going to build T1 OR T2, I can count the number of times I have seen both built on one hand. Also, a soviet player CAN not tech to T3 or T4, but if the Axis player(s) give them enough time to get the CPs required (un-aided by the construction of another tier) without making any notable gains for themselves, The game is clearly not exactly going in their favor In: COH2 Gameplay |
Thread: Now we know why Easy 8s are so buffed18 Aug 2014, 13:26 PM
It's just a movie. Relax. In: Scrap Yard |
Thread: Easy Eight14 Aug 2014, 16:51 PM
That appears to me to be a completely arbitrary limitation. Why is it that cost effectiveness is balance taboo?
You may have not, but others in this thread certainly have. Also, I am not arguing for a buff here and rest assured, I understand the concept behind the design of the US faction. The fact remains that the US gets access to one tank that can take more than 2 shots (not many more) and it is automatically perceived as an imbalance.
Condescending comments aside, you are clearly aware that changes to the call-in system would disproportionately affect Soviets. Once again, why get into that when the "fix" for the "problem" could be a simple bump in price??
TIL- Access to snipers, mortars, fighting infantry, and MGs from a single building and access to two of the most well-rounded tanks in the game from just base units is not "versatility"
A. Supporting units have much to do with the claim that since the E8 is better than the P4 something is wrong. A claim you may not have made, but others certainly have. B. This is a "perceived" issue that is in no way game-breaking. In: COH2 Balance |
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VSRobocopHighlander sturmtiger44 ~TAB~ GBPirate~TAB~ maskedmonkey2 ~TAB~ Cabreza ~TAB~ Choccy StarfishBear 3v3by: maskedmonkey2 map: Unknown1-1,121
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VS~TAB~ Coaster ~TAB~ Beemer8 ~TAB~ Napalm ~TAB~ General Winterfeld[TATUZ] G.dot [TATUZ] Black Dynamite [TATUZ] About 37 Cops [TATUZ] Blue Semtex?TATUS vs TABby: maskedmonkey2 map: Lazenrath Ambush1-897
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