Mrgame2 and Thekingsown10 made enough threads bitching about the white phosphorus that balance team nerfed it by 300%
Ostheer mortar halftrack got flames buffed too.
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Posts: 818
Mrgame2 and Thekingsown10 made enough threads bitching about the white phosphorus that balance team nerfed it by 300%
Posts: 1958
3 points I would like to bring up
2. Scott: I agree with the cause for these changes, the scott should not be devastating on autofire and should reward players who use barrage. The barrage however is not fantastic as it is hard to use vs moving infantry, and it is not super effective vs pak walls and weapons teams which the Scott should do better to counter.
I think the barrage could benefit from having the max range increased for two reasons
a. The primary purpose of this unit should be to counter weapons teams and static play using barrage. It is currently not very good at doing so and presently it is an autofire AI platform in most cases. More range and better accuracy vs static play would help differentiate it from the HE sherman
b. 80 range barrage cannot be used against Pak43s. Even against a Pak 40 if the unit moves up slightly after the first hit in many cases the scott is in danger of being hit itself. Moving a Pak40 every 55 seconds(new barrage cooldown) or so is not very hard and if done the Scotts 60 autofire range puts it in danger if you try to take out this unit.
Patchnotes on scott
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SEPTEMBER 2019 PATCH PREVIEW - Version 1.2 Changes
August 22nd 2019
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Make Rangers 2 CP, considering all other elite inf is 2 CP now except falls/airborne
Posts: 1958
Ostheer mortar halftrack got flames buffed too.Even with white Phos, I rarely saw the USF mortar halftrack in 4v4's of late. People just go pack howitzer because it's better by a wide margin and does not require doctrine.
Posts: 1958
Damn. Those will really make the Pershing feel nice. Good changes.
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Posts: 1958
Why don’t compare it to okw instead of osther ? Unlike okw osther can only skip tech not chose them like USF and okw , I mean why do okw has to pay 15 fuel to get Molotov and at least 55 to get at nade ? Why do team weapons comes so late ? Why is the teach tree so expensive coparade to su ?
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and in the version I play the USF mortar is tier 0, officer cone for free, panzerfaust come after set up and cal 50 come just after 35 fu unlike the mg 34 55 fuel (soon to be 50)
Not sure I understand your post. In the version of COH2 that I play, the OKW AT gun is Tier 0, flame nades and panzerfausts are free with any completed truck and the MG34 is available after any truck is converted - making their cost for the unlocking team weapons and tech among the cheapest and fastest.
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Rifle Company
We felt that Rifle Company was an underused commander because it had some mediocre abilities that outweigh the good ones. Small changes to the doctrine have been made that will hopefully make it a much more attractive choice.
• ‘Fire Up!’ ability: exhaustion debuff removed
• Riflemen Flares have been merged with Flamethrower slot
• Riflemen Field Defenses added to the doctrine.
Posts: 818
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I think there is a lot of consensus that giving riflemen some kind of new upgrade so they play differently would benefit this commander. If they do another commander revamp i think this one will be front of the list.
Posts: 528 | Subs: 1
Posts: 3053
Why don’t compare it to okw instead of osther ? Unlike okw osther can only skip tech not chose them like USF and okw , I mean why do okw has to pay 15 fuel to get Molotov and at least 55 to get at nade ? Why do team weapons comes so late ? Why is the teach tree so expensive coparade to su ?
Posts: 495 | Subs: 1
I originally disliked this idea, particularly since it locks half the doctrine (and already rather expensive abilities for USF) behind a 60 muni upgrade, but it is far superior to the "x weapon upgrade" concept found otherwise.
Though I should say a retexture of the ranger model would probably work best for what you are going for, as it is closest to the rifleman model.
Posts: 1794
I understand why they're nerfing the Scott's direct fire ability. However, once that is done, you have a mobile howitzer that has the range and damage that is more similar to a mortar than a howitzer, yet the fuel cost is about the same as a real howitzer and the price and pop cap are about 2/3 of a regular howitzer. The barrage range is currently less than an LEIG. The Scott had double the range of a LEIG and about 80-90% of the range of an LEFH.
In COH2 terms, it should've had a range of 120-130, barrage timers and shells about the same as on-map howitzer, and a damage profile that is about half of a regular howitzer.
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Maybe OKW's tech tree is so expensive compared to SU because they don't need to buy 3 sidetechs just to get molotovs, AT nades, and healing (they just have to sidetech for healing).
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please take thing in context I literally copy pasted his post and switched USF for okw, only showing and cherry picking bad points
You're really complaining about the fuel cost to unlock flamenades on volks? They get their nades the fastest overall and don't have to slow down their own tech at all for it. I know you're gonna argue that it's somehow a sidetech but it's not at all. Actual sidetechs don't go towards your teching at all; it's stuff like battlegroup HQ medics or weapon racks for USF or brits.
Waiting for fausts is annoying but in the meantime volks get a fair bit tougher at vet1 instead of getting AT nades and no combat bonuses at vet1 like riflemen.
OKW team weapons come like 1 minute later than USF's do, and you can always build both an MG and an ATG regardless of what tech you choose. Crapping out 4 volks at the beginning of the match is a great opening anyway.
Maybe OKW's tech tree is so expensive compared to SU because they don't need to buy 3 sidetechs just to get molotovs, AT nades, and healing (they just have to sidetech for healing) and you get a reinforce point with battlegroup, optional repair automatons that take no pop with mech, and a free bofors with the schwerer. Might be why they're more expensive than SU, just a guess. Oh, and a nondoctrinal heavy.
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How about rifle nade and cover to cover ? I mean, rifle nade seem fit the theme of rifle company and cover to cover is a better version of fire up. I like the ideal of sergeant, but working with 2 abilities already in the game will be easier.
Suggestions: Replace RE flamer by RE rifle nade and fire up by cover to cover.
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