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russian armor

Soviet vet 1 abilities

28 Sep 2015, 07:51 AM
#21
avatar of Tin Pigeon

Posts: 32

You know in advance whats coming.
28 Sep 2015, 11:17 AM
#22
avatar of TAKTCOM

Posts: 275 | Subs: 1

We have OKW, British and USF as standard of good vet 1. In my opinion, it is absolutely obvious that:

1) The engineers, line infantry and shock troops should have different bonuses in first vet. Same for vehicles.
2) Secure Mode, Trip Wire Flares and Med kits may stay but as the ability for 1-2 unit.
Trip Wire Flares for 1 vet engineers and AI partysans looks fine for me. Secure Mode for T-70 and maybe T-34-76 fine too.
3) We don't need usless crap like

Replace flare mine with "fast mp bleed" and let soviets pay for this ammo!

We already have useless ability, no need to change it to another piece of junk.
4) We don't need OP stuff like

First Aid should function identical to Brits but cost twice cheaper.

It anyway will be nerfed in the oblivion.
5) New 1 vet it can be anything - active or passive, the main that they have a value.
Look at Rifles - AT Grenade is useful. Yes, a long animation, but still is useful. Lieutenant have survival bonus. Pathfinders have additional sight range in cover. And etc.
28 Sep 2015, 11:21 AM
#23
avatar of Corsin

Posts: 600

jump backJump back to quoted post27 Sep 2015, 15:30 PMF1sh


Trip Wire Flares - a 10 munition infantry mine that shoots up a flare when activated


Now, this ability can be quite useful. But it doesn't need to be on every single infantry unit. Let Conscripts and Engineers have it. To all the other infantry, it's pretty garbage.



Sorry to say but you have NO idea, this is by far the best vet 1 ability in the game. No i wont tell you why because then everyone else will learn my secrets!
28 Sep 2015, 13:05 PM
#24
avatar of Katitof

Posts: 17914 | Subs: 8

jump backJump back to quoted post28 Sep 2015, 11:21 AMCorsin


Sorry to say but you have NO idea, this is by far the best vet 1 ability in the game. No i wont tell you why because then everyone else will learn my secrets!

You sound like JohhnyB when someone asks him for his playercard or proof that he plays coh :sibHyena:

As I've said, tripwire isn't horrible and useless, it does have its use, but NOT ON EVERY FRIGGING INFANTRY IN GAME.

Hell, shocks lost their unique vet1 ability for the sake of this crap.
28 Sep 2015, 14:46 PM
#25
avatar of adamírcz

Posts: 956

jump backJump back to quoted post28 Sep 2015, 11:21 AMCorsin


Sorry to say but you have NO idea, this is by far the best vet 1 ability in the game. No i wont tell you why because then everyone else will learn my secrets!

I guess that one of those secrets is something like this: https://www.youtube.com/watch?v=xsIGhdb0nI4
28 Sep 2015, 14:55 PM
#26
avatar of Imagelessbean

Posts: 1585 | Subs: 1

Trip wire flare is good on cons, and maybe engineers, though I would like to see them get a bit of a combat boost at vet 1 so they can be useful, since one of their main jobs is to use the flame thrower.

TWF on elite infantry is stupid, split up vet 2 bonuses to vet 1 and 2.

Secure mode on any tank other than T70 is silly. Even T34, which needs to take on PIV's does not need this ability. It would be better to offer either another ability or give if faster reload at vet 1.

Counter barrage is dumb. Not sure why it is on Wefer and mortar. Ability often feels bugged because it is unclear when it is working. I would change it to rapid barrage for mortar (fires 3 shots quickly at point, normal scatter), and move the split up the vet 2 of the werfer between vet 1 and 2. Counter barrage can remain on LeFH, but indicator is needed to let the player know it is operating.

Med packs on all German infantry removed. Split up vet 2 into vet 1 and 2.
28 Sep 2015, 18:15 PM
#27
avatar of elchino7
Senior Moderator Badge

Posts: 8154 | Subs: 2

Med packs on all German infantry removed. Split up vet 2 into vet 1 and 2.


Keep it on Pio/Gren in the same way tripwire on CE/Cons. Medpack should be like Sturmpio medkits, but a single stash.

-----------------------------------

OP:
I made similar threads in the past (note that some changes were thought with their meta in mind)
http://www.coh2.org/topic/23980/overhaul-of-vcoh2-vet-abilities
http://www.coh2.org/topic/31643/vet-abilities--su-tracking
http://www.coh2.org/topic/31938/vet-abilities--infantryarmored-detection
http://www.coh2.org/topic/32191/vet-abilities--penals--zeal
http://www.coh2.org/topic/31314/vet-abilities--oh-medkit

Trip wire flares: elite infantry needs something different (Penals, Shocks and Guards. Partisans vet1 ability should be cammo and vet3 increase to 5 man)

Secure mode: yeah. It's fine on T34s and T70s but rest of tanks needs something better or different at least.

Counterbarrage: while i don't think it's neither fine nor bad that units have it, it should be changed appriopately.
On mortars: it should have a faster rof (pre nerf rof).
On Howitzer/Panzerwerfer: it should had a .66 cooldown in comparison to normal barrage and scale with vet as well.

I might as well make a 2.0 version of my old thread later on.
28 Sep 2015, 18:37 PM
#28
avatar of Imagelessbean

Posts: 1585 | Subs: 1



Keep it on Pio/Gren in the same way tripwire on CE/Cons. Medpack should be like Sturmpio medkits, but a single stash.

-----------------------------------

OP:
I made similar threads in the past (note that some changes were thought with their meta in mind)
http://www.coh2.org/topic/23980/overhaul-of-vcoh2-vet-abilities
http://www.coh2.org/topic/31643/vet-abilities--su-tracking
http://www.coh2.org/topic/31938/vet-abilities--infantryarmored-detection
http://www.coh2.org/topic/32191/vet-abilities--penals--zeal
http://www.coh2.org/topic/31314/vet-abilities--oh-medkit

Trip wire flares: elite infantry needs something different (Penals, Shocks and Guards. Partisans vet1 ability should be cammo and vet3 increase to 5 man)

Secure mode: yeah. It's fine on T34s and T70s but rest of tanks needs something better or different at least.

Counterbarrage: while i don't think it's neither fine nor bad that units have it, it should be changed appriopately.
On mortars: it should have a faster rof (pre nerf rof).
On Howitzer/Panzerwerfer: it should had a .66 cooldown in comparison to normal barrage and scale with vet as well.

I might as well make a 2.0 version of my old thread later on.


Thanks for these links. I still think counterbarrage on werfers is never of use unless the unit can move. Even a reduced movement speed would be acceptable, but without it, it is basically saying "Oh look here a weak expensive artillery unit, fire when you are ready!"
28 Sep 2015, 19:08 PM
#29
avatar of elchino7
Senior Moderator Badge

Posts: 8154 | Subs: 2



Thanks for these links. I still think counterbarrage on werfers is never of use unless the unit can move. Even a reduced movement speed would be acceptable, but without it, it is basically saying "Oh look here a weak expensive artillery unit, fire when you are ready!"


Adding more rockets to that barrage would also offset it's risks.
29 Sep 2015, 02:17 AM
#30
avatar of Corsin

Posts: 600


I guess that one of those secrets is something like this: https://www.youtube.com/watch?v=xsIGhdb0nI4


Nailed it :P
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