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Thread: OKW MG-34 Buff (But not the way you think)17 Feb 2019, 18:57 PM
OKW doesn't need to have the best unit in every category, this is simply an unnecessary change. The MG34 doesn't need to be as good as the MG42, nor should it be. It's just meant to be a suppression platform for OKW, and in that purpose it works perfectly fine. The faction makes up for its "weakness" with its cheap and versatile and powerful infantry units. In: COH2 Balance |
Thread: Pack Howie Airdrop16 Feb 2019, 19:27 PM
Is there any actual difference stat-wise between "support" Paratroopers and regular Airborne paratroopers? I've played both countless times and they feel like the exact same unit outside of the upgrades / mines on support and the zooks that you get with support acting like panzershreks. In: COH2 Balance |
Thread: Recon Support this patch16 Feb 2019, 00:45 AM
While I'm quite happy with the changes, I think I&R paths cost are a tad bit too high me thinking more around 270-280mp. Agreed. I suggested earlier in the thread (before patch) that 270 or 280mp would be a reasonable price for I&Rs and yet they went up to 290 for some reason. They're really not that great of a unit, making more than 1 is a mistake IMO from much experience playing the commander, you're much better off getting 1 I&R and then riflemen after that. I also agree that Raid tactics is useless, I don't think I've ever once used it when playing Recon. You simply do not have the ammo to use it in the first place with that commander because of how ammo-intensive its requirements are (200ammo to get Airborne and upgrade them for example). Thankfully, the other aspects of the commander made up for its uselessness. In: COH2 Balance |
Thread: Recon Support this patch15 Feb 2019, 23:56 PM
Is this seriously an issue? I've been playing Recon for long before this patch, and every day since the patch and I never see USF players make more than 1 I&R Pathfinder. Myself I usually only made 1 per match, as my first unit so I could contend with OKW sturmpio rushes. I really only think it needed a price increase, it is already a more expensive unit than Grens, and the cooldown is pretty ridiculous. Might as well just make it a 1CP unit and be done with it, and remove all 0CP units in general. I've honestly never really encountered the scenario you describe in the hundreds of matches I've played using Recon (that is spamming I&R Pathfinders), then again I'm mostly playing 2v2, 3v3 and 4v4 not 1v1. Other options they could have taken was moved the I&R Pathfinders sight range to 40 at vet0, and then 50 at vet1 or 2. Anyways, I&R Pathfinder spam would be a hilariously bad strategy, as it would deprive you of grenades / snare and a core infantry unit, which you need Riflemen to fill in that void. Maybe instead they could have also limited USF players to only 1 I&R pathfinder squad at a time? I mean there's so many options to balance this unit and they picked a very poor choice IMO. In: COH2 Balance |
Thread: Recon Support this patch15 Feb 2019, 23:43 PM
I don't like I&R Pathfinders having a 50s cooldown, especially now that they're 290mp (overpriced). Seems quite ridiculous, especially since standard Airborne Pathfinders are 290mp, and do not have this handicap for spawning them at 0CP. I know that the AT gun / paradrop needed a slight price increase, as well as an increase in CP to 3CP but I don't like the change, and I do not think the pack howitzer is a good replacement for that ability whatsoever. Nothing else changed, and Recon is still viable, but it's now much less desirable when you compare it to Airborne, especially if you plan on skipping Captain and just going Lt. In: COH2 Balance |
Thread: Recon Support this patch13 Feb 2019, 01:49 AM
I rarely make more than 1 single IR pathfinder per game, and its main use is sighting for jacksons / sighting MGs. Recon is so ammo intensive that I rarely have time to upgrade BARs on anything too, especially if you plan on using the butterfly bombs against MGs / AT guns That said, a price increase wouldn't bother me too much, as long as it's not 290mp like regular pathfinders because that would be awful. I agree that the Paradrop / AT gun comes too early at 2 CP, it should be 3CP. The greyhound was changed to 4CP for a reason, it came out way too late at 5CP and I think 4CP is a good place. I think players will adjust to counter it, the patch has only been out for a week. Either that, or adjust the greyhound so that it requires you build it instead of being a call in, other than that I don't know what you could do, you have to pay 60 munitions right out the gate to make it useful and its AT ability is very weak. All of the above said, I love Recon, I've been using it since the last time it was balanced as my primary commander well before the current hotfix and I loved using it then, and love it even more now. I like that I can mix in an IR pathfinder as my first / second unit after a riflemen or 2nd RE squad, it opens up so many different build orders and I've even experimented with Riflemen-less builds relying on vetting RE, a Captain and IR Pathfinders mixed with Airborne, and it's worked pretty well in team games, though lacking a snare is the main weakness. In: COH2 Balance |
Thread: Riflemen are too expensive.8 Feb 2019, 00:23 AM
For the record, I have no issue with volks having another weapon slot in addition to their STG upgrade, just 1 single additional slot at least so they can pick up weapons on the field with stg. In: COH2 Balance |
Thread: Riflemen are too expensive.7 Feb 2019, 23:36 PM
Do riflemen win matchups 1v1 vs other mainline inf?; check 1) They don't in the early game, speaking from experience. 2) Yes, 120 ammo to give them decent firepower, and you have to go back to your base to get them. (can't just click upgrade in the field like Volks) 3) Volks are 5 man squads too though? What's the point? 4) Sandbags are in like 2 commanders, volks get sandbags from the get to for nothing. Sandbags are in a total of 2 commanders, 1 decent (Heavy Cav) the other just bad and useless in most situations (Infantry Company) 5) Riflemen no longer have smoke, so you need to rely on your mortar / other units for it, and almost every faction has some form of smoke and can play aggressive like USF. 6) Ambulance is 250mp / 10 fuel, and bringing it to the front lines is risky until you have a retreat point, most games it just sits in your base. Regardless, has nothing to do with Riflemen. 7) You have to pay 150mp / 15fuel and it will delay getting BARs, meanwhile Volks get it when their truck comes out, and their grenade is better in denying cover / denying buildings. Volks do pretty much everything above and more for 30 less manpower, and also get vet0 snare which Riflemen do not get until vet1. In: COH2 Balance |
Thread: Riflemen are too expensive.7 Feb 2019, 23:27 PM
u know dropping stg would be a buff right ? 1 deal half the damage of a bar but still occupy 1 weapon slot 60 ammo for the equivalent damage output of 1 BAR is perfectly reasonable. I really don't understand the argument, you would have a point if the STG package was 120 ammo. Also, if dropping STG was a "buff" to volks DPS then why is it that pretty much every single OKW player will upgrade to STGs? You're just being silly. In: COH2 Balance |
Thread: Balance and Bugfix Patch – Feb 7th 2109 - discuss7 Feb 2019, 21:30 PM
221 getting buffed?!?!? hahahahaha oh wow! Thought It was just happening to me, or I was doing something wrong, but I've noticed this too. In: Lobby |
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