Mark target works great as it currently does, something that can actually make you kill a heavy tank in a reasonably short period of time.
If it was changed would happily take say, 20% extra penetration, 35% increased damage as then hits would be more reliable - and you should only be using the ability on heavy tanks so the penetration bonus would cater it more to heavy tanks. |
Panther is the king in 3v3 and 4v4s - particularly open maps. It's great enough as a tank destroyer (really the king of all fast tanks). Brummbar could use a little love to compensate for its pathing issues and very high manpower cost, rotation seems like a good buff.
Panzerwerfer has a nice barrage - particularly against blobs. I haven't used it in ages which pretty much gives me no opinion - it seemingly comes very late as opposed to the katayusha. |
They had a mortar in CoH1. Likely for a good change to faction design they deliberately got rid of it in CoH2. Either way with M8 & Howi they have mid-late game indirect fire. A mortar would be okay, like OKW gets with HMGs, as a 1CP commander unit - perhaps in an artillery focused commander. |
Thread: Rangers27 Nov 2014, 11:34 AM
they won't be 0cp if they go into multiplayer. But guaranteed they'll be added. |
blocks vision of your units and in the process stops them from targeting them - anyone inside the smoke or behind the smoke cannot be seen or targeted to be shot at. Otherwise it does not do anything else
Remember you may still use attack ground function on units to hit them while in smoke - e.g. a tank on a flak half track which uses its smoke. |
4 and 5 strength missions are why i'm gonna replay the campaign. Some missions are fairly challenging on even low strength.
For most missions you can finish them quick enough before the enmy really fields enough armour/support. ranger rush made dynamic missions too easy, next time i'm not even going to use Fox Company because it's far too good. |
Bombardment of numbers to players is always bad. The unit descriptions i believe fit accurately, e.g. grenadiers are good at long range vs infantry.
However numbers should be available to players who want to see them. It is best if this was done in a seperate stats site/page in game. I think Relic have wanted to do something like a stats site but it must be fairly low on their list of priorities at this stage. |
Not taken into account. |
Honestly 4 faction 2v2 (USF+SOV vs OKW+OST) is just great fun - the pinnacle of this game - for me it's where the CoH games shine better than any other RTS. I think axis might have a slightly better synergy than allies at the moment (with commander choices and playstyles), but it's generally very well balanced as both factions can exploit synergies really well.
I'm a pretty big 4v4 player, and while Axis are favoured generally because unlike in smaller game modes their trucks can be better supported by teammates, there are periods in the game where Allies have a significant upper hand over Axis (most prominently the stage where you get your first 1-2 medium tanks out). The super late game however does tip over to axis simply because of units that stand up in the endgame units like obers, jagdtiger etc - the rest is generally decent. However due to matchmaking it's very hard to find 8 players ALL of similar skill to really know what's happening, usually you get even 1 matchup where 1 player will dominate another and then carry over to help teammates etc. |
game is good with RNG. It's in a fantastic spot for me - the CoH1 days of high probabilities for engine destuction/immbolisation are over. Infantry are also much, much more consistent nowadays. There's not a lot in the game that i can hate RNG for - it's only every now and then and not 3-4 times a game. |