New usf commander and new soviet commander(OP)
![avatar of blancat](/images/no_av.png)
Posts: 810
new Weh commander - fine
new OKW commander - fine
USF - Urban Assault
[Rear Echelon Rifle Grenades]
Can be upgraded with Rifle Grenades as one of this commanders slot abilities.
Requires 60 munitions; locks out minesweepers
AOE distance 0.5/1.5/4 versus 1/2/3 of the standard Fighting Pit.
AOE damage 1/0.5/0.3 versus 1/0.75/0.25 of the standard Fighting Pit.
Range 35, 20 minimum.
-only one thing useful in this commander
Dozer Blades
M4 Sherman Tanks can now be upgraded with Dozer Blades; same as Mechanized Company.
-> waste slot, stop put this fooking trash skill
No one use this and even Top USF player dont use this skill
Rangers
Reinforce cost from 33 to 32
Cost from 400 to 350
-> cost decrease is good, but ranger need more utility skill(sachel or anything else)
Ranger is a unit that was made in a hurry without enough thinking(model, voice,concept....)
Calliope
Far AOE damage from 0.15 to 0.25
Cost from 380/140 to 380/115
-> Most problem of calliope is "cant kill anything" because barrage speed is too slow and small AOE(4)
this is not buff and no one will use
I dont think so USF need "urban assault"
USF need more ez8 or pershing commander and should get more air support skills
Soviet - Airbourne
SVT Drop - good
Airborne Rally Point, DsHK Paradrop - worth it
IL-2 Rocket Strafe
Requires 10 Command Points.
100 munitions
Barrages the area with P-47 rockets.
-> Most of these types of skills are useless because they don't hit the enemy
change to loiter skill(240muni)
Airborne Guards
Costs 360 manpower.
Equipped with SVTs.
Can be equipped with 3 DP 28s for 100 munitions.
Has access to Orrah, Smoke Grenades and has ‘To the Last Man’ ability
-> WTF is this?
balance team finally make new version of "JLI-like monster OP unit"
orrah, smokes, "To the last man".....? where is "win button"?
They makes USF airborne "trash" but makes soviet airborne "mighty stalin killing machine"
What is soviet airborne? i didnt heard anything about this in history
USF airborn
380/28, 6 man
no RA bonus at vet 0
can reinforce When they are near the antenna(+290 MP)
2 1919 lmg(120muni), can fire while they are moving
grenade
Soviet guard airborn
360/maybe 27, 6man
vet 0 RA bonus -3%
3 DP-28(100muni), "to the last man" passive
conscript battery makes guard airborn always get full-power
smoke and oorah
Soviet airborn is cheaper and stronger than USF MP draining airborn
![avatar of Outsider_Sidaroth](/uploads/avatar/20331.png?updated=1624738157)
Posts: 1323 | Subs: 1
Rangers+Calliope is more than enough, cheap smoke anywhere makes it quite solid, after all how many USF Commanders see use for more than two or three useful things in them?
This one has 3, which is more than enough, specially for 2vs2.
![avatar of blancat](/images/no_av.png)
Posts: 810
USF Commander is good, even with the gimmicky Rifle Grenades and the extremely situational dozer blades, it's a solid choice.
Rangers+Calliope is more than enough, cheap smoke anywhere makes it quite solid, after all how many USF Commanders see use for more than two or three useful things in them?
This one has 3, which is more than enough, specially for 2vs2.
let see how much this commander's gonna use in the future
anti-garrison, building -> motar half-track >> rifle grenade rears
anti infantry cost efficiency -> 1919 rifles > ranger
dozer blade -> fuck off plz just put in Ez 8
can build sandbag? no
can build 30 muni mine? no
need artilery support? priest >>>>>>>>>> caliope, also infanry company have TOT barrage
It's not competitive, unattractive and just worse version of infantry company
USF dont need "urban assault"
![avatar of Outsider_Sidaroth](/uploads/avatar/20331.png?updated=1624738157)
Posts: 1323 | Subs: 1
But since you wanna do this, let's compare.
Muni vs Fuel.
Mortar HT is fine but very easy prey most of the time.
Rangers are really good, now they would be in a Commander with both smoke and rocket artilery, finally having the backup to assault.
1919s fell of the face of the Earth after their change, better to go for cheaper BARs in your Riflemen, they will kill and scale better with 2 of those than one of each.
I agree because people rarely go for Shermans and when they do, a bit more health for Muni isn't atractive, but E8s are actually decent and this Commander will be strong enough without them.
I often regret building cover as USF, it's harder to dislodge enemy from them, than the opposite.
You still got tank traps for cover.
Building mines in a blob or take 30 seconds to do so.
Rocket Artillery helps win in the lategame by manpower/vp bleed.
A Howitzer is cute and all but it's better suited for killing static defenses or OKW trucks, Infantry is better in 3vs3 or 4vs4
ToT? 180 Munitions to kill someone AFK or an static emplacement.
Major Arty can do the job just fine with veterancy, 3 times cheaper.
Infantry has no Elite Infantry or Rocket Artillery.
It's for the big games where all USF can bring is Artillery and Jacksons, this Commander will be a much better fit for USF 1vs1 and 2vs2, as it play to the factions strengths while filling glaring spots in the faction rooster, The Commander having that combo of two units and a cheaper smoke anywhere anymore is all it needs to be competitive.
![avatar of blancat](/images/no_av.png)
Posts: 810
Rocket Artillery is more useful than Howitzer in general 2vs2 Play.
But since you wanna do this, let's compare.
Muni vs Fuel.
Mortar HT is fine but very easy prey most of the time.
Rangers are really good, now they would be in a Commander with both smoke and rocket artilery, finally having the backup to assault.
1919s fell of the face of the Earth after their change, better to go for cheaper BARs in your Riflemen, they will kill and scale better with 2 of those than one of each.
I agree because people rarely go for Shermans and when they do, a bit more health for Muni isn't atractive, but E8s are actually decent and this Commander will be strong enough without them.
I often regret building cover as USF, it's harder to dislodge enemy from them, than the opposite.
You still got tank traps for cover.
Building mines in a blob or take 30 seconds to do so.
Rocket Artillery helps win in the lategame by manpower/vp bleed.
A Howitzer is cute and all but it's better suited for killing static defenses or OKW trucks, Infantry is better in 3vs3 or 4vs4
ToT? 180 Munitions to kill someone AFK or an static emplacement.
Major Arty can do the job just fine with veterancy, 3 times cheaper.
Infantry has no Elite Infantry or Rocket Artillery.
It's for the big games where all USF can bring is Artillery and Jacksons, this Commander will be a much better fit for USF 1vs1 and 2vs2, as it play to the factions strengths while filling glaring spots in the faction rooster, The Commander having that combo of two units and a cheaper smoke anywhere anymore is all it needs to be competitive.
Rocket Artillery is more useful than Howitzer in general 2vs2 Play
ur right but caliope is not useful and almost USF player use priest rather than caliope
Elite infantry? ranger is just CQC unit and CQC unit in coh2 always not good except UKF commandos
beacause cost effective is poor
rifle grenade for RE is good i think but rifleman cant build 30muni mine is too painful( new commander vs infantry company)
i dont think so this commander is enough useful than other company
![avatar of Katitof](/images/avatars/partisan_at.png?updated=1414778183)
Posts: 17913 | Subs: 8
We've seen stream and we've seen how new guards perform.
They're fine and on ober level, where they trade model sniping for durability.
They are and should do more DPS then regular guards, because why would you get them otherwise?
Ourside of REEEEEEEEE you haven't even argumented why or how they are supposedly op.
![avatar of Sander93](/images/no_av.png)
Posts: 3166 | Subs: 6
Airborne Guards
Costs 360 manpower.
Equipped with SVTs.
Can be equipped with 3 DP 28s for 100 munitions.
Has access to Orrah, Smoke Grenades and has ‘To the Last Man’ ability
-> WTF is this?
balance team finally make new version of "JLI-like monster OP unit"
orrah, smokes, "To the last man".....? where is "win button"?
They makes USF airborne "trash" but makes soviet airborne "mighty stalin killing machine"
Looks like someone did not check any numbers nor ran any tests.
3x DP-28 and 3x SVT have less long range DPS than 2x M1919 and 4x Elite M1 Carbine.
![avatar of Vipper](/images/no_av.png)
Posts: 13491 | Subs: 1
Stop with the hot air...
We've seen stream and we've seen how new guards perform.
They're fine and on ober level, where they trade model sniping for durability.
They are and should do more DPS then regular guards, because why would you get them otherwise?
Ourside of REEEEEEEEE you haven't even argumented why or how they are supposedly op.
No that logic is simply flawed. A commander is not about a simply guards and DPS is not the only thing a unit bring to the table.
Even if one accept the logic there are 2 solutions, either Air Guards should be stronger than current Guards or current Guards should be nerfed. The later seems a far better solution since "ober level" AI in a units with AT is unnecessary.
A unit should be simply be cost efficient and designed to perform adequately vs enemy units
![avatar of Stug life](/uploads/avatar/18320.png?updated=1457276116)
Posts: 4474
rifle nades are good but maybe give it 40 range ?
![avatar of Katitof](/images/avatars/partisan_at.png?updated=1414778183)
Posts: 17913 | Subs: 8
No that logic is simply flawed. A commander is not about a simply guards and DPS is not the only thing a unit bring to the table.
Even if one accept the logic there are 2 solutions, either Air Guards should be stronger than current Guards or current Guards should be nerfed. The later seems a far better solution since "ober level" AI in a units with AT is unnecessary.
A unit should be simply be cost efficient and designed to perform adequately vs enemy units
You haven't played much soviets in your coh2 career, have you?
Soviet commanders are as good and as meta as elite infantry they offer. Even post stock inf buffs.
Some without inf call-ins are also used, but not at meta level.
And patch history pretty much tells us that you can't nerf regular guards, no matter how much you hate them being good at what they do, that means new guys need to stand up. Old assault guards are best example why.
![avatar of distrofio](/uploads/avatar/28836.png?updated=1537928242)
Posts: 2358
The logic of commanders is another layer for the rock.paper.scissors logic. Giving it more complexity to the actual matchup between factions. Or in other words an opportunity to adapt, before or after certain point in the game.
Therefore a single new unit to outperform othersin order to be in the current meta is just as bad idea as it gets. Its another tool in the rack, not the only one.
As for 1v1 goes, you always have 3 commanders to choose, the most aggressive ones need to force an early decision, but more versatile and defensive need to trade time for lower risk. Its not passive playstile, you need to know first what your opponent commander is and use the best strategy to counter it. That mindgame gives so many different game results ending in much more rich and fun games.
Final words. New commanders give fresh new tools, different ones to force oponents to react in new different ways. Tine is needed to know if that is being OP or UP and the meta logic includes all commanders always, people forget the older ones and thats why they never show back again in the meta. Still 1v1 and teamgames can have different meta commanders and thats ok
![avatar of Bizrock](/images/avatars/stuart.png?updated=1440837451)
Posts: 206
After reading some post i really cant believe some players to expect a single commander to be meta and even more if it is the new commander with the patch.
The logic of commanders is another layer for the rock.paper.scissors logic. Giving it more complexity to the actual matchup between factions. Or in other words an opportunity to adapt, before or after certain point in the game.
Therefore a single new unit to outperform othersin order to be in the current meta is just as bad idea as it gets. Its another tool in the rack, not the only one.
As for 1v1 goes, you always have 3 commanders to choose, the most aggressive ones need to force an early decision, but more versatile and defensive need to trade time for lower risk. Its not passive playstile, you need to know first what your opponent commander is and use the best strategy to counter it. That mindgame gives so many different game results ending in much more rich and fun games.
Final words. New commanders give fresh new tools, different ones to force oponents to react in new different ways. Tine is needed to know if that is being OP or UP and the meta logic includes all commanders always, people forget the older ones and thats why they never show back again in the meta. Still 1v1 and teamgames can have different meta commanders and thats ok
This guy got the point, people here at it seems Just want every good abilities all togueter, forgeting about the sygergy and the theme or the Commander.
![avatar of WingZero](/uploads/avatar/12675.jpg?updated=1415377537)
Posts: 1484
Also, why is the Soviet airborne trying to be like USF airborne with weapons drops? I would think they would make this commander more unique. I definitely welcome the DSHK buff which was much needed!
![avatar of nigo](/images/avatars/MAJ_Pope.png?updated=1428069544)
![Senior Editor Badge](/images/badges/badge_SENIOR_EDITOR.png)
Posts: 2238 | Subs: 15
My suggestions:
USF v1. https://www.coh2.org/topic/88076/usf-urban-assault-feedback/post/732498
USF v2. https://www.coh2.org/topic/88076/usf-urban-assault-feedback/page/2#post_id732509
![avatar of ddd](/uploads/avatar/28809.jpg?updated=1557177025)
Posts: 528 | Subs: 1
Calliope + Rangers will overshadow the old Tactical Calliope commander.
My suggestions:
USF v1. https://www.coh2.org/topic/88076/usf-urban-assault-feedback/post/732498
USF v2. https://www.coh2.org/topic/88076/usf-urban-assault-feedback/page/2#post_id732509
My wet fart overshadows tactical support. You seriously expect new commanders to be adjusted based on tactical support performance?
![avatar of nigo](/images/avatars/MAJ_Pope.png?updated=1428069544)
![Senior Editor Badge](/images/badges/badge_SENIOR_EDITOR.png)
Posts: 2238 | Subs: 15
My wet fart overshadows tactical support. You seriously expect new commanders to be adjusted based on tactical support performance?
2013 article from .org, but looks new for you:
https://www.coh2.org/topic/11064/commander-overlap-a-serious-problem
![avatar of Crecer13](/uploads/avatar/7985.png?updated=1635749247)
Posts: 2184 | Subs: 2
The Soviet Airborne Experience - Army University Press
About Soviet paratroopers briefly:
Concerning the Soviet Airborne Commander:
He is clearly not an OP, but has a number of things that need to be changed:
- Replace three DP-27 with two buff DP-27, DP is the worst machine gun in the game and it is pretty obvious because for good performance you need three machine guns (!). It would be fair for the BAR 1918 - because it is an automatic rifle and to compensate for the lack of power at the end of the war in the infantry platoon there were three BAR 1918. The DP is full-fledged and a good machine gun was enough for one or two DP to support the infantry platoon.
- Abilities of the Airborne Forces do not match their role and armament
- the IL-2 missile strafe is terrible - immovable Kübelwagen lost only 1/4 of health after a direct hit by a rocket.Plus he has a bug that doesn’t correspond to the ability area and actually launched missiles.
And this despite the fact that the German 37-mm anti-tank strafe destroys the full T-34-76 and SU-85 from one pass
Replacing IL-2 missile strafe with IL-2 PTAB is reliable and effective.
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