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Balance Discussion / Re: Some balance tips
« on: January 24, 2010, 03:49:41 PM »
It's what I've always wanted for all coh factions. Timers on artillery are gotten read off, but each shot costs a certain amount of munitions.

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Balance Discussion / Re: Some balance tips« on: January 24, 2010, 03:49:41 PM »
It's what I've always wanted for all coh factions. Timers on artillery are gotten read off, but each shot costs a certain amount of munitions.
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Balance Discussion / Re: Russian MOtars Op« on: January 24, 2010, 02:21:07 PM »Now, without "Barrage", 120mortar is a piece of useless shitGet skill. You remind me of this. 3
Strategy and Tactics / Re: Axis Strategies« on: January 23, 2010, 06:10:07 PM »
Update:
2 pios followed by MG bike MG MG is better. ![]() 4
General Discussion / Re: Soviet Over Powered?« on: January 23, 2010, 06:05:51 PM »
Soviets are only slightly overpowered. Multiple MG starts rape them if they're kept alive. They definitely need some tweaking, but it really isn't as bad as it seems. Soviets not being able to retreat or recrew is a huge weakness which if taken advantage of makes them not so hard to beat.
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Red Army Suggestions / Re: Ingenery should only have 2 rifles, 4 men.« on: January 23, 2010, 12:13:28 PM »
They shouldn't have such an upgrade in the first place and their standard rifles are just too powerful as it is. Engineer weapons are supposed to be weak and short range. Ingenery can beat a bike at long (where engi/pios cant even shoot) range while standing in yellow cover.
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Balance Discussion / Re: PLEASE ADVISE, this makes russians broken and op chek replay« on: January 23, 2010, 12:54:28 AM »Yea because asking ppl about my xfire or just pm'ing me on GR is so hard.I know the axis in the first game personally. O4b is lvl14 1vs1 automatch, he's no push overlvl14 is quite bad. 7
Balance Discussion / Re: PLEASE ADVISE, this makes russians broken and op chek replay« on: January 22, 2010, 11:33:40 PM »I know the axis in the first game personally. O4b is lvl14 1vs1 automatch, he's no push overlvl14 is quite bad. edit: well obviously it needs to be nerfed, on the otherhand the axis players played badly, more MGs and bikes would have done the job 9
Red Army Suggestions / Re: T34 a few Changes i.e Turret shape?« on: January 22, 2010, 11:30:13 PM »
It should be much better vs infantry in the first place to be honest.
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Strategy and Tactics / Re: Axis Strategies« on: January 22, 2010, 11:23:34 PM »
WH:
3 pios - bike - mg - mg - mg - t2 - mortar - pak - gren - vet - adapt Trick is to keep them alive. ![]() 11
Balance Discussion / Re: calm down« on: January 22, 2010, 10:30:47 PM »
I just played a game vs DevM (wehr vs russia). We played on a really, really shitty map (one +16f and m for each of us, no territory in the center :S), but I won with a heavy T2 strat.
bike+3 HMGs to stop the early spam followed by mortars, grenadiers and paks. If you keep on the move those russian mortars (which are very slow btw) aren't so bad. Add in the awesome veterancy which HMGs/mortars get and you can do a lot of damage. Later you get some inf vet and LMGs for your grens so that they can stop guards (which roll over vet3 MGs). Of course we neither are very experienced with the mod [and russians], so I could perfectly understand if someone says: "Well he probably did the wrong thing etc." but here's the replay: 12
Balance Discussion / Re: calm down« on: January 22, 2010, 07:38:58 PM »
Yea, you just need a different play style. Vet your MGs, REBUILD THEM, and keep them moving. Then just have some CQC (LMGs/mp40s) guys around in case the other guys fire-up.
It is kind of funny though how they intended for soviets to be weak early and strong late game, but it's more the other way around now. Paks and shrecks counter sov-tanks perfectly imo.
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