"An open mind is like a fortress; it's gates unbarred and unguarded"
Yeah, that's why I thought it couldn't have been a 40K line, seemed too similar to that one.
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"An open mind is like a fortress; it's gates unbarred and unguarded"
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Yeah, that's why I thought it couldn't have been a 40K line, seemed too similar to that one.
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But yours is another WH40K quote, google it, it's there word by word.
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At the risk of coming across as having a too simplistic view. I never saw what the problem with StuG E was. By the time it arrives it is hard countered by a single ATG.
US Rifleman, Maxims or Tommy's with Brens ensure that no Axis infantry are able to de-crew the ATG.
If anything at all, it needed a slight price increase and that's it.
I am a firm believer in the KISS principle. Keep It Simple Stupid.
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I think it´s pretty senseless to discuss only the current early game changes. Allies naturally have better early game than Axis which compensates later. Of course they have to perform better with their infantry. You can´t expect US infantry to be only on par with Ostheer when they don´t have tanks on the level of other factions lategame vehicles.
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I absolutely agree with you. With my post I wanted to emphasize that they should buff Ostheer lategame rather than mirroring all factions at every stage of the game. Thus the Allied infantry should be a bit stronger right now... or we risk keeping the shit lategame for Ostheer.
That design idea, while correct, is based on the assumption that Axis tanks actually are superior to their Allied counterparts. Which in the case of Ostheer tanks is simply not true, considering the state of the Panther and Panzer IV.
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I still wait for stand fast nerf
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+1
Many issues in coh2 can be directly linked to spamming a strong unit or weapon. If someone wants to put all their resources into one type of playstyle it should leave them exposed elsewhere.
Stug e is not op imo. But spamming them is. The fact that it can be replaced almost immediately is flawed. Increase its cost, increase its popcap and increase its cooldown. Its meant to be effective, otherwise what is the point of calling it in.
Same goes for penal flamers. 1 penal flamer adds flavour. 3 or 4 penal flamers is just cancer. Increase flamer cost to 120 and even out vet power spikes.
Guards to also suffer from the same issue. Too easy to spam. Guards also are too durable.
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Not sure how this is related to topic but I think I have a better suggestion.
Swap "stand fast" with "Brace" adjust repair speed.
Benefits
1) the effectiveness of turtleling will reduced
2) bleeding MP while trying to repair emplacements will now cost MU instead
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