Does anyone else think that the current commanders are badly missing an early munitions ability; as in something that you pop around the 5-8 minute mark to try and swing an engagement or break a position as per strafing run, off-map arty, FTFL?
I find that at the moment I end up banking quite a bit of munitions with no decent way to spend it other than sticking a flamer thrower on everything or spamming grenades/at abilities. I also quite like how with CoH1 you could pop a doctrine to get that early game win with a special ability but at the cost of having your doctrine countered by your opponent.
Commanders & Early game munitions
13 Apr 2013, 20:15 PM
#1
Posts: 30
13 Apr 2013, 20:27 PM
#2
Posts: 2807 | Subs: 6
yea, CoH2 needs lot of awesum abilities, that improves combat efficiency of your troops
13 Apr 2013, 20:53 PM
#3
Posts: 881
Currently CoH2 has no commander abilities that leads to early/mid-game situations like these:
"Great, I just got 3 cps and 150 munitions, now I'll drop offmap on his position!"
"Argh I need AT, give me AT-drop now!"
"Oh **** I'm getting flanked, I'll prop-war him / use FTFL!" or
"I need a vehicle now, gimme that StuH!"
"Great, I just got 3 cps and 150 munitions, now I'll drop offmap on his position!"
"Argh I need AT, give me AT-drop now!"
"Oh **** I'm getting flanked, I'll prop-war him / use FTFL!" or
"I need a vehicle now, gimme that StuH!"
13 Apr 2013, 21:17 PM
#4
Posts: 1620 | Subs: 2
But if you're ever halfway through a game and you say to yourself "wow I really hope that when I tech up to tier 4 I can buy a really expensive tank" then CoH 2 is the game for you!
16 Apr 2013, 09:39 AM
#5
Posts: 64
I never had problems with spending munitions since I play with Jaeger Infantry Axis Commander in most cases and I create lots of standard grenadiers.
One grenadier can take an MG for 60, Ambush ability for 30 and Jager rifles for 60 thats a total of 150 munitions per Jaeger Grenadier. Very expensive but they kill conscripts by the dozens. By the time I get to artillery barrage I usually don't have lots of munitions left so I stop upgrading then to save some.
Plus I would not like to have an artillery strike on level 1. That could lead to way too easy rush possibilities to be healthy.
One grenadier can take an MG for 60, Ambush ability for 30 and Jager rifles for 60 thats a total of 150 munitions per Jaeger Grenadier. Very expensive but they kill conscripts by the dozens. By the time I get to artillery barrage I usually don't have lots of munitions left so I stop upgrading then to save some.
Plus I would not like to have an artillery strike on level 1. That could lead to way too easy rush possibilities to be healthy.
16 Apr 2013, 12:42 PM
#6
Posts: 52
I feel like there are several ways to spend munitions early, but you don't have to, so its just a decision you can make. Units have individual abilities, mines, some small upgrades that can keep your munitions low until you unlock bigger things.
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