Bro, that gave me goosebumps. That is sick. Good work haha. It would be cool to have a southern accent for the tank. Different regions of the US for units. Like how UK is. |
Or how calling in a Perishing or Rangers says "A new unit has been called in". Like come on, you cant even make it unique or awesome?
Like RANGERS ON THE FIELD, or RANGERS LEAD THE WAY.
Same with Perishing.
AND ranger or perishing don't have uniquie lines they say. Shit ill take a copy and past from CoH1. Better than this.
I think Ranger as the same assault engs voices and the Perishing is same as Sherman. |
Thats coz you suck.
I'm Da Best |
and the pershing is the only tank where u can park in front of a stug g. u dont have to do nothing, nothing. it's a gift for micromanaging-pantywaists.
Just like how you can park a King Tiger in front of 3 British AT guns and the KT wins over ANTI TANK.
Interesting |
They did on their blog
http://www.companyofheroes.com/blog/2015/10/22/coh2-name-your-commanders-contest-winners
I know, I know the names they picked. I mean the play winner who get them for free |
Did Relic release the players who won the competition? Or are they going to? |
Why do Allies have to pay for sub par grenades compared to Axis? Some would say that Axis pay for them as well, but this is a nonsensical argument, because you were already going to tech, and rarely are you punished for teching up to get rifle grenades or flame grenades.
USF, Soviets, and British have to pay manpower that could be used to field more men or build caches and then use fuel which delays tech all the while as Master race OKW Volksgrenadier and Ostheer Grenadier blobs grenade you at will with built in grenade tech.
Solution: Just remove the tech requirement for all factions for grenades, it would help USF early game and encourage better play from Axis if they knew a conscript squad could immediately AT grenade their kubelwagon or a riflemen squad could immediately smoke and advance towards a lone, camping MG42 in the immediate early game.
There really isn't a good reason to lock grenades behind tech, especially since Allied grenades aren't even significantly better.
The no tech for nades was real at first that the VERY start of USF release, it was too strong. Smoke nades for "free" would overwhelm osteer bc it would negate MG 42s.
You want something to fix? let BARs me upgraded on the field like all armies |
Give flamers to REs. Problem solved.
Give RE mines and fix volley fire |
So a lot of people really, really don't like the OKW tech structure (T1 medium tank, etc). So here's a kind of crazy idea to change it up that might fix a few problems. Please read it all before jumping to any conclusions.
A few initial changes:
- OKW starting fuel to 60 from 40.
- All three OKW tech buildings can be constructed at the beginning of the game. In other words, the Schwerer Panzer HQ no longer requires one of the other two buildings to be deployed before it can be constructed.
- Buildings no longer cost any fuel to construct.
- OKW trucks are now called in by the player at a cost of 200 manpower and 60 fuel each rather than being automatically dispatched every three minutes.
- No changes whatsoever to the HQ.
And then the OKW tech tree would be changed to something like the following:
Battlegroup HQ
By itself - LeIG
With one other building constructed - Obersoldaten/LeIG
With two other buildings constructed - Jagdpanzer IV/Obersoldaten/LeIG
Mechanized HQ
By itself - Flak Halftrack
With one other building constructed - Walking Stuka/Flak Halftrack
With two other buildings constructed - Panther tank/Walking Stuka/Flak Halftrack
Schwerer Panzer HQ
By itself - Puma
With one other building constructed - Panzer II Luchs/Puma
With two other buildings constructed - Panzer IV/Panzer II Luchs/Puma
The idea is that every OKW building would actually have three "tiers" worth of units, so to speak, that would be unlocked as additional buildings are constructed.
For example, a player who just has the Battlegroup Headquarters constructed would only be able to build the LeIG (in addition to their HQ units, obviously).
Now, if the player had both the Battlegroup and Mechanized Headquarters constructed (two buildings), they would unlock all the tier one and tier two units in those two buildings. That would mean that players would be able to build LeIGs, Obersoldaten squads, Flak Halftracks, and Walking Stukas.
Alternatively, if the OKW player opted to construct the Schwerer Panzer HQ instead of the Mechanized HQ (again, two buildings unlocking two tiers worth of units), they'd have access to LeIGs, Obersoldaten squads, Pumas, and Luchs tanks.
So then if a player opted to build the Mechanized and Schwerer Panzer HQs (but not the Battlegroup HQ), they'd have access to Flak Halftracks, Pumas, Luchs tanks, and Walking Stukas.
Having all three tech buildings up would give you access to every OKW unit.
Obviously there would be some issues if you could build the Flak Truck first (because of the gun locking down large amounts of territory) and I worry that OKW tanks would arrive too late, but this scheme would solve a few issues (like the Luchs arriving a bit too late and the Jagdpanzer IV arriving too early) and make OKW teching a bit more rational. Also, it's extremely flexible.
removed flak trucks gun and maybe |
So. It is very well known among the competitive community that rifle flamers are overperforming. However, people seem to have a very weird idea of fixing this balance issue. Most people i have seen say that flamer rifles need to be outright removed and replaced with something else, or that flamer rifles need to be their own seperate unit.
I propose a much simpler, easier solution.
Lets just simply make the flamers of riflemen weaker. This can be done in the many ways such as
1) Reducing range from 20 to 15
2) Reducing the rate of fire of the rifle flamers
3) Something else
Keep in mind that this would not affect the flamers that assault engies , pios and other flamer units have. This would simply make the rifle version of flamers weaker. From a realism perspective , this also makes some sense, as trained specialists such as pioneers or assault engineers would obviously make better use of flamethrowers than general riflemen that are not trained in specialist roles such as flamethrower usage.
Meanwhile , penal flamethrowers need buffs, they are convicted criminals, they obviously know how to use flamethrowers well
Remove Weapon racks and have riflemen able to upgrade BARS/30cals/zooks on the field, and i'll let them do this. |