Aura units don´t belong to this game.
Posts: 476
Command Panzer IV - 0,8x damage
Command Panther - vet 0: +20 sight range, +10% speed, +10% ac/de-celeration. Vet 2: +20% accuracy. Vet 3: -20% reload. Vet 4: +5 range. Vet 5: Infantry affected too. Mark target, 1,5 damage against vehicle for 10? seconds.
Sturmofficer: 1.25 accutary? Force retreat and increase accutary against enemy unit
Arty officer: I dont know effects, but costs munitions. Smoke barrage, arty barrage
Soviets: Forward HQ (thank you johnny )
USA:
Captain - "On me": squads in 30? range rally to captain,breaks suppression, incresed accutary and decreased received accutary bonus? (no cost)
Brits:
Airlanding officer - I think its kinda similar to captain? Havent used it so much. (cost 30 muni?)
Command vehicle - Accuracy 1.35 Recieve accutary 0.7 Reload 0.7 Cooldown 0.7 (cost 70 muni to make command vehicle, free recon flight) (0,5 speed penalty for command vehicle)
So why these units don´t belong to the game? First of all specially Command Panzer IV gives a very unfair advantage. All units have 120% health, don´t you think that is kinda broken? And specially in team games, literally a Panzer IV can make vet 5 volksshrekblob so devastating.
Command Panther buffs ALL german vehicles and if you manage to vet up your panther to vet 5 it buffs infantry too. (which rarely happens), command PIV, command Panther, sturmofficer blob can just win you the game.
What about officers? Captain and Airlanding officer breaking suppression is just.... It just negates everything german player has done to stop usa bar blob/british commandos, then suddendly captain breaks suppression and makes your work useless.
German officers are more balanced because if officer model dies all buffed OKW players must defeat, but sturmofficer still buffs whole team and ally troops dont retreat. Anyway its easy to hide sturmofficer behind a building or tank scrap so it won´t get killed.
Meanwhile arty officer is useless unless you have many mortars, panzerwerfers and LEHFs to barrage area with your officer. More seen in team games.
Why to remove these units? Because aura units promote only blobs and more blobs which Coh2 shouldnt be about.
So i suggest, that all aura bonuses are removed from this game and replaced with something else. For example make command tanks able to call in artillery barrages. Give recon flights for officers or something like that.
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The only issue is airlanding officer ability which has some combat bonuses and 0.25 received accuracy. That's 4 times the HP against small arms
breetz just needs that little extras to be viable
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Posts: 655
Permanently BannedPosts: 830
I used the USF 'on me' ability many times, handy for taking out hard mg42 spam. But now with the current situation of USF, you could argue that it is a tad too much. But then again, when USF gets sorted out, they need this ability imo, otherwise MG42 spam with lmg grens will just shut USF down completely. Smoke grenade couldn't help USF before riflemen buffs, neither will smoke help them when riflemen get their impending nerfs.
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Posts: 1122
Game shouldn't be about building tigers every game.
Posts: 1802 | Subs: 1
For example, the PzIV command tank hast almost zero AT power and decent AI power. The only problem is that it applies the buff on itself which make it take one more ATG shot. Fix that and it's balanced. Balance the stats, do not remove mechanics.
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Posts: 17914 | Subs: 8
All other aura units are pretty much fine.
Posts: 1605 | Subs: 1
People will blob with or without these auras.
However, there are indeed some bullshit abilities like Captain get-out-of-jail-free "On me" that needed to be reworked.
Posts: 1217
Cancer officer of OKW doesn't belong to the game as it encourages blobbing so hard that its not funny.Does it? I only use him to blob close to my HQ. When on the attack, the retreat on death mechanic punishes those who blob. Any decent player will target the officer first, even when in the rear of the blob.
All other aura units are pretty much fine.
Posts: 17914 | Subs: 8
Does it? I only use him to blob close to my HQ. When on the attack, the retreat on death mechanic punishes those who blob. Any decent player will target the officer first, even when in the rear of the blob.
Any decent player keeps the officer at the back of the blob, out of range of opponents, but in range of aura.
Small micro tax completely invalidates the risk involved in using it.
No one remembers CoH1 and how brits played anymore and can't do the same anymore?
Posts: 476
So you don't like it because besides FWD Hq soviets have no aura buffs? This is the problem in fact? Well...
Sorry johny i forgot it (I dont even own the commander) adding to the list
Posts: 1585 | Subs: 1
I do hate how aura's affect allied units, especially for the Sturm Officer. I don't want the bonus and I don't want the risk to my Wehr MG's yet if he gets forced off away my MG's go. The CmdPanther is similar, it buffs Wehr units in ways they were not designed to go, Tigers and Elephants getting buffs, while also having access to MT is pretty silly.
Posts: 1384
As long as there's plenty of tools to punish players for blobbing who cares. The line between using units together/blobbing is pretty thin anyway.
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