Wehrmacht - Strategic Reserves - Feedback
Posts: 1740
Can someone explain to me what this is and what it does?
I haven't found a clue in the patch notes yet.
Posts: 50
I often read here about the Radio Bunker...
Can someone explain to me what this is and what it does?
I haven't found a clue in the patch notes yet.
Here are the notes for the new commanders patch
https://community.companyofheroes.com/discussion/comment/284369#Comment_284369
Posts: 1740
Here are the notes for the new commanders patch
https://community.companyofheroes.com/discussion/comment/284369#Comment_284369
Yes, but the only thing I find about the radio bunker is the following:
Radio Bunker
With recent feedback, we are lowering the cost of the bunker and giving the bunker camouflage to make it difficult to detect.
-Cost from 300 to 200.
-Health from 960 to 480.
-Is automatically camouflaged until units are within 20m of the bunker after being constructed.
But what exactly is a Radio Bunker? What does it do?
Posts: 3166 | Subs: 6
Yes, but the only thing I find about the radio bunker is the following:
But what exactly is a Radio Bunker? What does it do?
It's a bit confusing because it's called Observation Bunker in the previous patchnotes. They are the same ability.
V4.0 patch
Observation Bunker
Due to the theme of the commander and feedback, we are changing the ability to better mesh with the idea of gaining intelligence on hostile forces. This change will also make the ability viable on a greater number of map.
Note the UI for this ability is still a work-in-progress as we’re still deciding on assets to be used and the building will be found in the base building construction menu due to attribute editor limits.
- Replaces Forward Supply Station.
- 300 manpower; same durability as Defensive Doctrine Concrete Bunkers.
- 2 CP requirement;
- Bunker has 45 sight radius.
- Detection Ability: Reveals enemies on the minimap within 90m of the bunker. 50 second duration. No cost. 90s recharge.
- Artillery Flares: Deploys OKW-esque within 60m of the bunker. 60 munitions.
- Ability recharged shared amongst all bunkers.
V5.0 patch changes
- Cost from 300 to 200.
- Health from 960 to 480.
- Is automatically camouflaged until units are within 20m of the bunker after being constructed
Posts: 857 | Subs: 2
HI guys,
just tested the changes in 7.0 and i REALLY have to say... the recon 251 is AWESOME!
The unit has exactly what the bunker did not have: GREAT SYNERGY with the other abilities and the theme of the commander.
251 have great synergy with assgrens / grens which can be transported and reinforecd by the 251. If you need the flare on a specific position you can move the unit and use it there.
Recon 250 would be a great replacement for "Spec ops flares", 251 could be available in the battlegroup hq.
Sidenote:
TigerAce is now tied to tech (Heavy Panzer Corps) which is consistent with the changes to OKW Tiger I. I support these changes but you should also include it in the patch notes!
Posts: 1614 | Subs: 3
The only thing it might need is a short teardown time, to punish overly aggressive placement when discovered.
Posts: 379 | Subs: 1
Posts: 1614 | Subs: 3
Just to confirm, the deployed 251 can still reinforce, right?
Yes. It has good synergy with the camouflage.
Posts: 3145 | Subs: 2
Posts: 1614 | Subs: 3
Would be nice if units could retreat to it as well, like the new Soviet Airborne's Forward Retreat Point.
Please no more forward retreat points. I personally hate those because they strengthen blobbing and trivialize the penalty of retreating.
Posts: 379 | Subs: 1
Aside from still swapping that god awful Tiger Ace skin.
Posts: 3145 | Subs: 2
Please no more forward retreat points. I personally hate those because they strengthen blobbing and trivialize the penalty of retreating.
I don't understand why the Soviets get it in their new Commander then, and no it's not just "Hurr durr not everybody can have everything", it's just that I think the guys with the smaller squads that have a bigger chance to get wiped in one shot would benefit a hell of a lot more from the guys with the bigger squads that have a bigger chance of not getting wiped in one shot plus having more staying power in general on the field.
Posts: 731
Posts: 1614 | Subs: 3
Aside from still swapping that god awful Tiger Ace skin.
Can we make this the main topic of this thread?
Posts: 57
Please no more forward retreat points. I personally hate those because they strengthen blobbing and trivialize the penalty of retreating.
It wont cause any problems in any other faction? Just Ostheer?
Just like any other faction, Ostheer deserves to benefit from it, at least by one specific commander.
Posts: 857 | Subs: 2
Having just tested the 251 HT, I think the Commander is now pretty much perfect. Don't see what other changes would need to be made.
Aside from still swapping that god awful Tiger Ace skin.
+1
I found a bug:
Right now the commander starts with only 4 abilities in the commander mod. Observation ability is "unlocked" at 3 CP right now = you see the ability for the first time.
Posts: 810
Tiger ace need Heavy Panzer Korps
Pz4 need Support Armor Korps or Heavy Panzer Korps
if u a playing this new commander, You will of course skip Support Armor Korps and build heavy Panzer Korp
However, this process has the disadvantage that the Pz 4J tanks come out very late
build Support Armor Korps -> make Pz 4J -> unlock phase3 -> build heavy panzer corps process also very late timing for Tiger ace
Plus, it's doubtful that Tiger Ace is worth until it costs a lot of unlocking tier process
(+ tiger ace cost is 800/250)
suggestion) Change the production conditions of Pz 4J and reduce some Tiger ace cost(800/250 -> 700/230)
Pz 4J : need Support Armor Korp or heavy panzer corps -> need Support Armor Korp or unlock phase 3
Posts: 57
+1
I found a bug:
Right now the commander starts with only 4 abilities in the commander mod. Observation ability is "unlocked" at 3 CP right now = you see the ability for the first time.
Confirm
Another bug: 251 can upgrade with flamethrowers while deployed. When upgraded, it cant become mobile again and reinforce. Deployment should disable flamethrowers upgrade and vice versa.
Posts: 857 | Subs: 2
I played some game and find a problem of Pz 4J.
Pz 4J : need Support Armor Korp or heavy panzer corps -> need Support Armor Korp or unlock phase 3
+1
Posts: 1614 | Subs: 3
Pz 4J : need Support Armor Korp or heavy panzer corps -> need Support Armor Korp or unlock phase 3
+1
Currently, with T3 skip you pay 35 fuel of extra tech for the first P4 J and forego an early Ostwind. It's too large a trade-off just to save 15 fuel on T4 (35 vs 50 total).
Delaying the first P4 J by 10 fuel, while still having to pay an extra 25 fuel for T4 later is much more reasonable.
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