Personally the thing is weak vs OH due to standard Fausts and HMGs. Against OKW it tears apart their openings, particularly a kubelwagen start as the kubel can't do any significant damage vs it. It will be hard to strike a good balance with both axis factions.
I think it's in a fine spot, particularly for a 0Cp unit (which we want it to stay that way).
I like the idea of the commander being having them on at the start of the game, then after 5-10 minutes (when they develop counters) withdrawing them and using the funds to get a better unit.
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USF is pretty good to play right now. There is a bit of skill required early in dodging MG42s/kubel etc, but you have great infantry from the start compared to other factions.
The late game is definitely still punishing in large team games though, all your tanks (except for the Easy 8) have paper armour and you generally have to rely on teammates for good anti-tank support. If you can keep your infantry/pack howi alive though, you'll be in a great position, just the fact that you can lose a lot very quickly.
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Back when the AA halftrack had AA mode, whenever someone used this commander the only thing that happened was the map looked awesome with crashing planes.
The commander was addressed 2 patches ago. There is a clear delay between the smoke and the planes coming in now, giving time to retreat/respond.
The commander may be a little too powerful at the moment, but i think the AA ability of units needs to be upped a bit - really the commander should be fairly powerful if the enemy has no AA on field, but nearly useless if the enemy does. |
AEC is fine. Amazing vs enemy armour, can 1v1 a puma (if it gets a good start). Also, effectively half the fuel cost of a puma (at least the OKW one) and comes out really early (30 fuel earlier than a stuart).
I had mine reliably penetrating the back of a panther last night. I will admit the car is useless beyond the light armour phase though, that's where i need to designate the thing as a command vehicle.
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Map was okay, but there's far better maps to put into the game.
Personally i didn't like the northern and southern VPs. They were too campy and could be defended with 1 HMG/MG bunker fairly effectively.
Almost all CoH1 maps favoured a side except if they were really neutral in all aspects (size, cover, territory size, territory placement etc). The factions were balanced as well as they could be in the end, but Brits/Wher always did well on smaller maps and Americans/PE loved open terrain and lots of flanking. As a big 2v2 player the double brit on Wolfheze was virtually unstoppable, but on Point Du Hoc they had to put their base in the middle of the map to have any chance of winning! |
in 4v4 Late game brits are synergising really well with early/mid game US and Soviet. Effectively the meatshield churchills take all the damage and all the other stuff does the damage.
Also brits are incapable of attacking and usually the US player provides a frontline attacking the enemy and chasing after VPs while the brit player builds defenses, uses HMGs in buildings etc to lock down VPs. |
Kangaroo would be great but as long as the infantry inside don't receive the green cover/garrison cover reload bonus. Otherwise it'd just be a carrier of death like in CoH1. |
increase gun penetration
Make AP rounds guarantee a hit (cost i don't care, but they're AP rounds for a good reason - they're meant to penetrate!
and......
Move to HQ (riflemen, rear echelon building) so i don't always have to pick captain to get some half decent fuel-less AT. |
it comes probably around the time you can get a P4 or Stug out. as OKW different story though.
Great tank but very situational, only thing i'd touch about it is slightly lower its long range accuracy so it cant snipe paks/raketens. |
AEC comes early and is great for there and then. I do agree with the lack of scaling but it dominates the mid game as a light tank.
No need to increase scaling. If you're finding it useless later on, then just use Designate command tank and it becomes a not so slow piece of awesomeness.
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