Cruzz's fantasy patch thread
Posts: 1664
DShK Heavy MG
KV-1 Heavy Tank
Irregulars
Booby Trap
For Mother Russia
PPSH
All of these but PPSH are minimally represented in other commanders and I think they could all warrant a spot.
Posts: 117
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Why about making Rapid Conscription a passive ability that worked like American infantry doctrine from vCOH (faster infantry spawn/reinforcement)?
great idea
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Cruzz,
thx for the map feedback. I'll look into your comments shortly.
cheers
Matt
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Posts: 476
No overnerfs/overbuffs, the reactions to this patchnotes would not be "oh wow, look how much changed" but rather: "well, this is all good and understandable. what a nice way to slowly balance a game."
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What about making Rapid Conscription a passive ability that worked like American infantry doctrine from vCOH (faster infantry spawn/reinforcement)?
Also, great suggestion!
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While it would be nice, I seriously doubt they'd create new abilities or even adapt singleplayer ones for these old commanders.
We finally got reasonable counters to bunker spam that would kinda die off again, and one side doesn't even have a defensive structure that would need health except for tank traps while other one has two (bunkers & trenches), bit too unfair to the soviet version.
1- It´s already somehow worked on TOW and on the commander which show up "No retreat" or something like that.
2-Bunkers got their hp nerf so it would be barely as before. Regarding the disparity between Soviet/German regarding static defenses, while German could gain HP on bunkers/trenches (btw tank traps should have their HP increase on bothsides) Soviets could gain a build time buff. This would allow them to get sandbags, barbwire, mines, faster.
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Since we're discussing map bugs, I noticed a new one on Semoisky - after the church was destroyed, my MG on the north side of it could not get LOS on a conscript even though it was basically on the road (just next to the ruined outline of the building). Probably same bug as the hedges I suspect...
and the left corner of the graveyard, some ghosts still grabbing someone's feet making them stuck forever
Posts: 2053
Currently, every shell is the same. If tank firing was advanced enough to have AP and HE shells, then we could easily adjust a tank's AI or AT ability without so much argument.
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- When the MG of either factions is retreating, if the gunner is killed the MG is automatically given to another member while the squad keeps retreating (like in COH1) instead of having the squad stop and one member going to get the MG, which usually causes every single member of the MG crew to die in the attempt to grab the MG.
Posts: 85
It's ridiculous that as Ostheer it's often better and easier to save up for an elefant just in case the soviets decide to get an ISU, than getting panzers or panthers. Combined arms against ISUs take much more effort and loss to kill the ISU, since it can just 1 shot a lot of things.
Basically u can get elefants at similar times and cost as getting a panther...
Heavy tanks can arrive too early now...
Posts: 111
I agree with the heavy tanks (especially the ISU and elefant) requiring phase 2/3 tech or T3/T4 building.
[...]
Basically u can get elefants at similar times and cost as getting a panther...
Heavy tanks can arrive too early now...
In my opinion its in general a problem with all call in tanks. In comparison to teching its easier (for example your pios don´t have to stay in your base to build), sometimes faster and more favourable ( you can save up fuel and use your manpower instead of teching for more untis).
Posts: 85
The other callins like T34/85s, puma, tigers, stug E and is2 are counter-able by combined arms reliably (no 1 shot bs).
Getting an elefent will destroy the ISU as a VERY hard counter. It's the only easy/effective option for Ostheer if this occurs. On the other hand, if you dont get the elefent, you will have a very difficult time in comparison. This is too one sided.
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