Smoke barrage for the leIG; what does the community?
Posts: 794
The thread title is incompelete sorry; Smoke barrage for the leIG; what does the community want?
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On a somewhat related note, US 50cal. needs a survivability buff.
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Then we can remove the overperforming vet1 +15 passive extra range on auto attack. This is what makes EZ mode to clear any UKF emplacement. If this was moved to higher vet levels, i wouldn't mind, but i'll say it's one of the strongest vet1 stat buffs in the game.
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Or alternatively it could receive the range buff at higher vets (like 4 or 5)
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Add smoke vet0 and recover AT/Piercing/i can't remember the name shells for vet1. It shouldn't be a barrage type rather than a change of ammunition like ISU.
Then we can remove the overperforming vet1 +15 passive extra range on auto attack. This is what makes EZ mode to clear any UKF emplacement. If this was moved to higher vet levels, i wouldn't mind, but i'll say it's one of the strongest vet1 stat buffs in the game.
I can dig that in every way.
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Posts: 199
Give stormpioneers smoke so okw can actually do something against maximspam early on. Having to wait till LeiG to counter maxims leaves you with very few options.
Unfortunately i believe USF has a bigger issue facing T0 MG42. At least the OKW get there flame nades free with tech instead of delaying tech to get. Yes yes we all know they have smoke and flank but that comes well after the second MG42 is in place.
Sturmpios are already pretty effective at clearing buildings if not charging straight at the narrow maxim arc.
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Posts: 1891
With the way true sight works, it's bad game design that every doesn't have access to mobile smoking options like soviet/Werh. Similar brits/USF should either get a mobile mortar or plane with smoke barrage.
I agree with you, but USF is a bit different because Riflemen and Shermans have smoke.
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Posts: 2636 | Subs: 17
Add smoke vet0 and recover AT/Piercing/i can't remember the name shells for vet1. It shouldn't be a barrage type rather than a change of ammunition like ISU.
Then we can remove the overperforming vet1 +15 passive extra range on auto attack. This is what makes EZ mode to clear any UKF emplacement. If this was moved to higher vet levels, i wouldn't mind, but i'll say it's one of the strongest vet1 stat buffs in the game.
+1
The insane range at vet1 is a significant part of the reason why the Mortar emplacement stands no chance vs LEIGs:
- High scatter makes it impossible for the Mortar Pit to home in on LEIGs
- Leigs have no issue hitting back due to mortar pit size
- The range allows LEIGs to stay near a battlegroup HQ, where they can reinforce with no downtime
- The proximity to the base structure also makes it difficult for the OKW player to be punished for overextending
Another, also significant, reason is that the Mortar Pit has no useful barrage ability.
- Yes, I know that a barrage ability exists
- Did you know that the barrage ability actually REDUCES the damage potential of the mortar pit?
https://www.coh2.org/topic/47514/ukf-mortar-emplacement-barrage-bug-mortar-inconsistency
(Before you flame me, I'm not defending keeping emplacement play into the game, I'm just trying to explain why a certain matchup doesn't work)
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Voted yes, I love the smoke mechanic.
I miss it sometimes as OKW.
Kozo.
Posts: 794
Give stormpioneers smoke so okw can actually do something against maximspam early on.That would be a bit OP, specially when upgraded with flamers.
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