Login

russian armor

Wehrmacht - Strategic Reserves - Feedback

PAGES (13)down
29 Apr 2019, 11:23 AM
#221
avatar of Highfiveeeee

Posts: 1740

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.
29 Apr 2019, 13:16 PM
#222
avatar of CombCrab

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
29 Apr 2019, 13:34 PM
#223
avatar of Highfiveeeee

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?
29 Apr 2019, 13:39 PM
#224
avatar of Sander93

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
30 Apr 2019, 20:17 PM
#225
avatar of Smartie

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!:)

30 Apr 2019, 20:59 PM
#226
avatar of JibberJabberJobber

Posts: 1614 | Subs: 3

Observation mode for 251 is much more useful than the Observation Bunker. The balance also feels right, with the lower, but passive detection range of 60.

The only thing it might need is a short teardown time, to punish overly aggressive placement when discovered.
30 Apr 2019, 21:59 PM
#227
avatar of Farlion

Posts: 379 | Subs: 1

Just to confirm, the deployed 251 can still reinforce, right?
30 Apr 2019, 22:03 PM
#228
avatar of JibberJabberJobber

Posts: 1614 | Subs: 3

jump backJump back to quoted post30 Apr 2019, 21:59 PMFarlion
Just to confirm, the deployed 251 can still reinforce, right?


Yes. It has good synergy with the camouflage.
30 Apr 2019, 22:22 PM
#229
avatar of Tiger Baron

Posts: 3145 | Subs: 2

Would be nice if units could retreat to it as well, like the new Soviet Airborne's Forward Retreat Point.
30 Apr 2019, 22:39 PM
#230
avatar of JibberJabberJobber

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.
30 Apr 2019, 22:45 PM
#231
avatar of Farlion

Posts: 379 | Subs: 1

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.
30 Apr 2019, 22:46 PM
#232
avatar of Tiger Baron

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.
30 Apr 2019, 23:21 PM
#233
avatar of WAAAGH2000

Posts: 731

7.0 Good enough,not change ability……
30 Apr 2019, 23:39 PM
#234
avatar of JibberJabberJobber

Posts: 1614 | Subs: 3

jump backJump back to quoted post30 Apr 2019, 22:45 PMFarlion
Aside from still swapping that god awful Tiger Ace skin.


Can we make this the main topic of this thread? :snfCHVGame:
1 May 2019, 04:49 AM
#235
avatar of Wittmann39

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.
1 May 2019, 06:09 AM
#236
avatar of Smartie

Posts: 857 | Subs: 2

jump backJump back to quoted post30 Apr 2019, 22:45 PMFarlion
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.
1 May 2019, 09:25 AM
#237
avatar of blancat

Posts: 810

I played some game and find a problem of Pz 4J

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
1 May 2019, 10:08 AM
#238
avatar of Wittmann39

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.
1 May 2019, 10:44 AM
#239
avatar of Smartie

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
1 May 2019, 11:13 AM
#240
avatar of JibberJabberJobber

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.
PAGES (13)down
1 user is browsing this thread: 1 guest

Ladders Top 10

  • #
    Steam Alias
    W
    L
    %
    Streak
Data provided by Relic Relic Entertainment

Replay highlight

VS
  • U.S. Forces flag cblanco ★
  • The British Forces flag 보드카 중대
  • Oberkommando West flag VonManteuffel
  • Ostheer flag Heartless Jäger
uploaded by XXxxHeartlessxxXX

Board Info

1019 users are online: 1019 guests
1 post in the last 24h
8 posts in the last week
38 posts in the last month
Registered members: 49082
Welcome our newest member, 23winlocker
Most online: 2043 users on 29 Oct 2023, 01:04 AM