Sov / Ostheer Vet 1 Infantry
Posts: 306
All Soviet Infantry get the Vet 1 Tripwire flares. Seriously, does anyone even use this? It's a total waste of a vet ability as well as munitions. Vet 1 Soviets infantry needs to be reworked.
Shock troops: Out of all the soviet infantry, why is this ability given to shock troopers? Where is that Vet 1 ability (Fire superiority or something)they had in the campaign? Balance that and give it to them.
Ost Vet 1 Infantry get medkits. This ability also needs to be tweaked... Either all german Infantry need to be able to use medkits on themselves, or this ability should just be removed/reworked. For 20 munitions, I expect to heal my Vetted up squad early on, as in before my med bunker hits the field... But, I would much rather see some diversity between the troops, I mean, even ostruppen have medkits, what?
Both Ost and Soviets get almost nothing from their Vet 1 Infantry. Really, Vet 1 should be the place where each infantry unit diversifies from each other (ex: cons, penals) and branches out. Instead, it seems more of a just a wall to prevent players from reaching vet 2.
If relic wants to tweak each unit, I think this is a good place to start.
Thoughts?
Posts: 1384
I definitely agree that vet abilities need some more diversity. The new factions have a decent variety of useful abilities though.
Posts: 306
There used to be a different vet ability for Conscripts and Engineers, but they reworked that eons ago.
I definitely agree that vet abilities need some more diversity. The new factions have a decent variety of useful abilities though.
Wait is that true? If so, I kind of want to know what they had for curiosity's sake. And why were they removed in the 1st place?
For the new factions, they get stat / utility bounses at vet 1, so I think it makes their vet bounses far better than the vannilla factions.
Posts: 1248
Is there really any point in Vet 1 infantry abilities for vanilla factions? I'm not sure about anyone else but from what I've seen in streams and my own experience, they are utterly worthless.
All Soviet Infantry get the Vet 1 Tripwire flares. Seriously, does anyone even use this? It's a total waste of a vet ability as well as munitions. Vet 1 Soviets infantry needs to be reworked.
Shock troops: Out of all the soviet infantry, why is this ability given to shock troopers? Where is that Vet 1 ability (Fire superiority or something)they had in the campaign? Balance that and give it to them.
Ost Vet 1 Infantry get medkits. This ability also needs to be tweaked... Either all german Infantry need to be able to use medkits on themselves, or this ability should just be removed/reworked. For 20 munitions, I expect to heal my Vetted up squad early on, as in before my med bunker hits the field... But, I would much rather see some diversity between the troops, I mean, even ostruppen have medkits, what?
Both Ost and Soviets get almost nothing from their Vet 1 Infantry. Really, Vet 1 should be the place where each infantry unit diversifies from each other (ex: cons, penals) and branches out. Instead, it seems more of a just a wall to prevent players from reaching vet 2.
If relic wants to tweak each unit, I think this is a good place to start.
Thoughts?
Dude Tripwires are good you just plant them and they kill a model. Perfect for getting rid of german snipers and minesweepers can detect them but some people dont notice them cause they are small. Grens can also be killed on retreat and when triggered it reveals that area to you.
Posts: 1304 | Subs: 13
30-45 Munitions for maybe 10-15% Received Accuracy and maybe somewhere between 10-20% received damage on the marked target? Could also forces PGs to maintain LOS for it to work or it just applies to the PGs. We also have voice lines for it anyways, wouldn't mind hearing those again.
Posts: 1248
Is there really any point in Vet 1 infantry abilities for vanilla factions? I'm not sure about anyone else but from what I've seen in streams and my own experience, they are utterly worthless.
All Soviet Infantry get the Vet 1 Tripwire flares. Seriously, does anyone even use this? It's a total waste of a vet ability as well as munitions. Vet 1 Soviets infantry needs to be reworked.
Shock troops: Out of all the soviet infantry, why is this ability given to shock troopers? Where is that Vet 1 ability (Fire superiority or something)they had in the campaign? Balance that and give it to them.
Ost Vet 1 Infantry get medkits. This ability also needs to be tweaked... Either all german Infantry need to be able to use medkits on themselves, or this ability should just be removed/reworked. For 20 munitions, I expect to heal my Vetted up squad early on, as in before my med bunker hits the field... But, I would much rather see some diversity between the troops, I mean, even ostruppen have medkits, what?
Both Ost and Soviets get almost nothing from their Vet 1 Infantry. Really, Vet 1 should be the place where each infantry unit diversifies from each other (ex: cons, penals) and branches out. Instead, it seems more of a just a wall to prevent players from reaching vet 2.
If relic wants to tweak each unit, I think this is a good place to start.
Thoughts?
Shocks are very godlike infantry in this game at the moment so they dont need that ability.
Posts: 306
It'd be nice if Panzer Grenadiers could get Mark Target again to replace med-kits. Not sure how powerful it was in Beta since I didn't use it given that PGs were god-like back then where Vet 3s could kill everything without it, but seems like something that would be more useful since they tend to be ahead due to their assault/mid-range role.
30-45 Munitions for maybe 10-15% Received Accuracy and maybe somewhere between 10-20% received damage on the marked target? Could also forces PGs to maintain LOS for it to work or it just applies to the PGs. We also have voice lines for it anyways, wouldn't mind hearing those again.
Amazingly, even COH2 beta to pre-march deployment had a nice roster of Infantry Vet 1 abilities. I think the only reason they were complained about was because they were an APM tax (they were free, so people thought Infantry were never fighting at 100%).
The game wasn't quite balanced at the time (granted it just came out) but I think if all those abilities had just been tweaked rather than removed, it would've brought a more interesting tactical element.
Regarding the voice assets, I think it's kind of a waste for all of those to just be removed. I would love to see them return someday.
@Whysoserious: I think the killing a model utility was removed in a ninja patch some time ago. This however, I'm quite shaky about the info so if anyone can confirm this pls do.
Posts: 1963 | Subs: 1
I lost two models on my grens from that flare.
Amazingly, even COH2 beta to pre-march deployment had a nice roster of Infantry Vet 1 abilities. I think the only reason they were complained about was because they were an APM tax (they were free, so people thought Infantry were never fighting at 100%).
The game wasn't quite balanced at the time (granted it just came out) but I think if all those abilities had just been tweaked rather than removed, it would've brought a more interesting tactical element.
Regarding the voice assets, I think it's kind of a waste for all of those to just be removed. I would love to see them return someday.
@Whysoserious: I think the killing a model utility was removed in a ninja patch some time ago. This however, I'm quite shaky about the info so if anyone can confirm this pls do.
Posts: 306
I lost two models on my grens from that flare.
Oh so it wasn't removed. Still, for a bit more munitions, I would rather have a chance to wipe that squad with a mine.
In almost all the games I've played, I have hardly ever seen this ability being used by me or my allies. I really don't think this should warrant itself as a Vet 1 ability.
Posts: 135
+1
Posts: 1042
Posts: 1042
Posts: 306
In CoH2 Beta, the ability was some kind of thing where as more of the men in a squad died, the rest would fight harder. I don't know how effective it was, I never got the chance to use it...
Wow, that already sounds like an improvement over the current ability.
Posts: 2693 | Subs: 1
I wouldn't mind having some infantry getting other abilities though.
Now medpacks on the other hand... They suck. You have to pull back 2 units from the front line in order to use it and it's quite expensive.
Posts: 43
Posts: 752
Especially when placed at peripheral objectives, or on approach flanks.
Its a great "surprise present" to leave behind where Cons have been.
Medkit however is a completely wasted vet ability.
My recommendation would be reduce its Muni cost slightly, and make it usable on "dying" models on the ground (similar to "Interrogation" on G43s) to restore the model to the unit with say 1/3 health.
The "dying" models crawling around are an almost completely overlooked but very cool aspect of the games existing mechanics.
Id really like to see more abilities capitalising on this "feature".
Posts: 2181
Medkit however is a completely wasted vet ability.
My recommendation would be reduce its Muni cost slightly, and make it usable on "dying" models on the ground (similar to "Interrogation" on G43s) to restore the model to the unit with say 1/3 health.
The "dying" models crawling around are an almost completely overlooked but very cool aspect of the games existing mechanics.
Id really like to see more abilities capitalising on this "feature".
Are you nullist????
Posts: 1063
Trip wire is good but its sad every nonsupport squad gets it. Guards and shocks could use some more fancy stuff
Give shocks the fire superiorty back and give Guards hit the dirt, both ability at vet 2. Currently, tripwire flare is pretty lackluster because the vision don't really benefit Soviet army much when most of their stuff works best at close range and the long range unit can spot for themselves (SU-85, ISU).
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