Kubelwagen
Early with kubel/sturmpio continuous still very strong. The early okw is very strong and very weak usf and should do much micromanagement to escape from suppression.
Why kubel is more cheaper than an ambulance?
http://fs2.directupload.net/images/150331/5y7fa5jr.jpg
Why relic considered not important?
Suggestions: There are thousands of topics that speak of a solution.
Sturmpioneer
There is a very high death rate started units by sturmpio. WER and SOV before you can play with the started units (approaching some coverage near point of capture or simply approach a house), but with the Sturmpioneer is impossible. Today only you can press 'retreat'
Suggestions: nerf 'near DPS' and give back in vet1
Panther
Is it very common to see two panthers together, because they are perfect, very good duet vs tanks and inf. Some time ago this was not so. A single Panther was only good against tanks and you see together Panther and PIV. As WER player I had to build T3 and T4 to have these two advantages. Currently a player builds two panthers and have the problem resolved. Both the OKW and WER faction are with this advantage of not having to create another tank and have a low micromanagement. On the other side of allies, have no core tanks that can make these functions. Play as USF means creating a Sherman and using Jackson for these functions. Play as SOV means creating su85 and T34.
suggestions:
-Imo should nerf options inf Panther as it was previously and costs reduced.
And this resolved the problem if is a medium or heavy tank. Which skin should I use?
- Why this is the darling of devs? Why has this ability if not a tank destroyer or ATguns?
They must leave favoritism aside and maintain equity in units of factions
http://fs1.directupload.net/images/150407/nvukyycv.jpg
The king of the sky
The kings of the sky are not planes, by are the AA. Is the case of IL-2 to be one plane,
there are too many options that Allied planes drop due to a slight or large presence of AA units.
Make allies receive attacks at plane, reduce your time in flight or cancel almost 100% before he can shoot. There units highly effective AA reducing opportunities for the other factions
The AA effectiveness is very high and there isn't a reasonable control over this.
AA Data:
IL2 can be brought down in 10-12s
1.If these tanks are located within the circle of attack IL-2, can be brought down in 10-12seconds:
One KT updated with MG
One Panther updated with MG
or
Two KT updated with MG
2. With one Ostwind in 3-7seconds
suggestions: nerf effectiveness of AA guns and MGs on tanks
CAS Data:
When normal abilities are released, the opponent has 7s(red smoke) to evade them. In such case, this bugged:
- WER.CAS.StrafingRun----------- 3seconds
- WER.CAS.StrafingRunHEAVY------4seconds
- SOV.ADvancedWarTactics.-------4seconds
suggestions: these abilities should be delayed to 7s
Snipe-Tanks
First, there is nothing more exciting coh2 in the late game than the battle tanks and infantry against opponent by VPs, tanks groups fighting against other groups of tanks. In coh1 something that was more frequent and coh2 there are factors preventing sometimes occur.
In coh2 there very easily to wipe a tank with little micromanagement. Create a unit with a little spending more fuel and manpower already you have a unit in two shots can wipe a tank of great value. Currently any medium tank is that in the frontcourt of one of these units will leave no living.
Is this where the medium tanks suffer the greatest punishment, with just two shots can be wipe of the map. Heavy tanks survive the punishment.
When the first shot is received, the player suffers an embarrassment that does not locate the attacker tank. When you receive the second the player is performing the reverse and it is difficult to escape these units. Su85 'Focused Sight' activated is doomed. T34, sherman,
jackson with his little front armor are wiped very easily.
Players usually have a unit of this type and build escorts (2 panthers or others tanks) to harassment and wipe units battlefield. The tactic is leave back a super-heavy tank and with 2tanks made meat shield and wipe any unit that comes close. The tank at back wipe ALL.
Data Axis:
ELE, JT, PAK43 (Two shots kills a tank. I show only one but there is little difference between the three)
How you can see in the screens a shot in some cases down to 50% health
In the heavy tanks is less damage
http://fs1.directupload.net/images/150407/oij9j26m.jpg
Data Allies:
ISU152 (Need more than two shots to wipe a tank)
How you can see in the screens a shot in some cases down to 35% health
In the heavy tanks is less damage
http://fs1.directupload.net/images/150407/llyfmrzl.jpg
suggestion:
-ELE, JT, PAK43, ISU152. Nerf AT shoots to 4 for medium tanks. The serious consequences against heavy tanks that would receive little damage, which the player would be make more tanks or other means to resolve it. All is this to eliminate the dependence of the game easy.
-ELE with 'Spotting scope'. The ability gives you an advantage that no tank vision of these characteristics should be.
When you see something inside with that extra vision at the void shooting range, tank to pivot the main weapon and two escorts will come out to wipe the area.
http://fs1.directupload.net/images/150407/lvpbhs44.jpg
Is very easy harass with this vision. Tanks escolts or other mate tanks, make the task of cleaning with minimal risk. This situations that much repeated.
-Super heavy tanks should be unique as the Command tank. Dead tank build other.
-PAK43 very close to a VP has a very negative effect on the opponent can not bring tanks to defend the point. Therefore Area of positioning should be considered an obstacle for construction on post of VP, Fuel, Munition points. So there would be enough for the opponent
to come away.
http://fs2.directupload.net/images/150407/rm3thu5w.jpg
-'Target Weak Point' should be only against heavy tanks. If a medium tank falls under its cage, is doomed.
-'Target Weak Point' in pak43 and ELE?
-What happend with the 17 pounderAT britis?
ATnades
I like that relic was looking his numbers and saw the uselessness of the ATnades of the riflemen.
Any squad is similar ability you use the same happens.
Has an excessive delay in the throwing
Truck and Trucks
T1 HQ
suggestions:
- The KT should be released with 3 trucks positioning y lives (There is players left the truck supply in the sector base because they already have released button to build KT) This would increase micromanagement.
http://fs1.directupload.net/images/150407/eaepekr7.jpg
T2 Battlegroup Headquarters
Reinforce & Medics (Passive Ability)
Have the 'Forward Retreat Point' give a great advantage to units that can return to the battlefield in seconds.
for example: Media units have 1'25'' to return the middle 3v3/4v4. With 'Forward Retreat Point' this becomes 15 seconds or less.
The faction that does not have this advantage will cost much more reach and when the holder of FRP will be ultra defensive with bunkers, wires and defensive blocks and a reinforced units spam. This allows harass very easily and very quickly reach positions. FRP Can be positioned in two or three minutes. FRP USF will do it in 8 or 10 min
suggestions:
- Medics should be a upgrade.
- Medics should have a toggle off/on as the ambulance USF
http://fs1.directupload.net/images/150407/q7j23ao9.jpg
- Forward Retreat Point upgrade should be delayed in some way to 8 or 10 min
- Retreat Point should only be used for defensive units (Rake43, Le.IG 43 cannon, MG34) retreat to T2 with FRP. Inf (Sturmpios, Volks, Obers and elite units) would retreat to T1 HQ
This would eliminate the rapid harassment of spam.
Thus only the defensive units would be kept in the forward position and the inf units return to the T1 HQ. Maybe it's a solution for the future of britis trucks.
T3 Mechanized Regiment
Repair Pioneers (Passive Ability)
- Repair Pioneers should be a upgrade.
T4 AA
Flack cannon AA (Passive Ability)
Most of the time the AA truck is positioned near point and it is very difficult to capture.
The high cost of investment is very high to eliminate it. The devs have made can not be easily removed. You need to make several attacks, with demo of penals, paras, bombing runs, strafing run or arty. So the owner AA truck repair it immediately. When the attacker again has to make a second round the truck AA has full health.
suggestions:
- Flack cannon AA should be a upgrade (Visually should not have crew and the upgrade add crew)
- Area of positioning should be an obstacle for construction on post of VP, Fuel, munition points. In this way would cover only half the point of capture and would be less dangerous to capture.
http://fs1.directupload.net/images/150407/zamgdakz.jpg
Ambulance/Major
suggestions:
- Forward Retreat Point only be used for defensive units (M1 57mmAT, M2HB MG) retreat to Ambulance/major with 'Forward Retreat Point'.
And other troops: Rifleman, officials, engineersAssault and elite units would retreat to the T1 HQ. This would eliminate the rapid harassment of spam.
FHQ sov
Reinforce & Medics & defense bonus (Passive Ability)
suggestions:
- Reinforce & Medics should have a toggle off/on as the ambulance USF
Active-Active
When a player is playing somehow controls its risks. When the player stands to attack the same has an active control, losing units does not like anyone but if during a battle tank-tank (something you can see) prove less painful but if it's a distant shot of something not you can control, and sometimes just to escape is very frustrating. Thus a passive unit would be defensive (bunkers, mines, wires, ect). No emplazament a unit attack on the passive side, which resulted from a great frustration to the opponent loses units like flies.
The holder of snipe-tanks units be very happy to see that doing nothing gets a great effect in wipe tanks and he made tanks may even get to harass the opponent.
The snipe-tank units in the opponent side will always be very frustrating without controlling of relic.
That's all.