Rifle company
Posts: 1130
The ability to vet up rifleman needs to come later. i suggest rifleman training to arrive at 2 cp so these guys dont fuck up the early game balance.
Posts: 8154 | Subs: 2
Posts: 9
Posts: 65
Would be ok as 2cp+ call in designed to replace fallen vet riflemen later in the game.
Indeed, would be a nice fix and still be a useful ability.
Too bad the last time I got to use this commander was in alpha...
Posts: 270
Posts: 300
I think we already have another thread. Anyway, take out the call in and make it be build directly from your base.
when was it ever a problem to begin with?
Posts: 270
Posts: 300
Posts: 1194 | Subs: 1
Posts: 710
How are you going to understand the issue if you play one faction only?
A bit ironic that you say that to someone else when hiding your playercard, don't you think?
Posts: 3052 | Subs: 15
A bit ironic that you say that to someone else when hiding your playercard, don't you think?
obvious troll is obvious
Posts: 4630 | Subs: 2
Posts: 17914 | Subs: 8
How are you going to understand the issue if you play one faction only?
Irony critical hit.
Also, don't fix what isn't broken.
Posts: 1740
The thing is, that everything in this commander is useful.
But luckily there is no artillery that can kill your infantry and no paratroopers. In fact most players rely too much on their Elite Rifles and forget that a green cover Volksgrenadier Squad will still kill them on open fields.
I usually play 4 Volks -> Med Truck and get at least one LeIG because it deals very well with the upcoming rifle blobs. Then I proceed building the Flak HT or, depending on the situation, a Jagdpanzer IV which I really learned to like.
If all 4 of your Volks have Schrecks, you won't have to fear the E8s. Keep fighting near your med truck and your LeIGs will heavily bleed the USF player because the Rifles aren't cheap to reinforce.
This strat works perfectly with the OKW defensive commander (with MG34/BUnker, etc.)
Posts: 738
Even the MG34 is a pos, once rifles get vet they can basically just walk into the arc and flame/grenade them to death.
http://www.coh2.org/replay/33891/rollo-vs-taw%E2%80%A0relic-lover-0-bytes%E2%80%A0-game-one
Posts: 270
Problem?
You can't understand this issue since you play one faction.
Cowboys gotta stop with their name callings and childish "nah my faction not op" type of responses.
@comm_ash: Adding fuel cost would make using them reluctant. Just like the OST elite training where you have to spend 25 fuel on inf lol. Muni cost and CP delay would be a better solution.
There is a reason why every beginner purchases this doc right after buying the game. It's almost like cheating, just like the MechAss Doc. Pooping out vet 2 (23% received accuracy, -20% cooldown) RM, a unit with almost twice the DPS of their axis counterparts, right at the start of the match is breaking the game.
Posts: 17914 | Subs: 8
You can't understand this issue since you play one faction.
Posts: 270
Posts: 1702
But even then IMO both airborne and armor are stronger.
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