.SG:. RedxWings
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Thread: King of the Hill Season 23 Dec 2017, 17:17 PM
In: News |
Thread: DBP Commander Revamp brainstorming11 Nov 2017, 20:00 PM
Agreed, most abilities in the doctrine are actually quite useful, but it is tough to utilize everything.
I'm pretty sure that what was initially done with commando doctrine when it first came out. I find that fairly frustrating because there is a lot of abilities that can be chained in commando doctrine that can have quite a devastating effect. (e.g. smoke raid + mortar cover + commando insertion). However if the abilities themselves become way too powerful, might be best to do a short global cool down + unique ability cool down.
I agree with the hold fire, but frankly coordinating a push while using smoke raid is really hectic. Also interesting tidbit about how strong the camo is, it should be scaled down but cover only camo might hamper any aggressive plays. Maybe something like the ostheer sniper cloak? (or whatever is slightly weaker than the commando camo) Also make the radius of the smoke large enough, because currently smoke raid is like a stimulus overload for the enemy - smoke dropping everywhere, camo units appearing from nowhere, fake and real smoke (now that I know that exists, though it would be nice to tell which is which). It would be nice to keep that type of stimulus overload with the rework because it's an interesting concept.
Sprint tommies are nice, but when using them it's not like they are meant to be in your face so to say, unlike commandos or royal engis. So it feels really weird when the ability called assault is really to try to find cover for infantry sections. (Teching nades will work but commando doctrine is currently fairly munitions heavy, which is why I won't tech for it if I plan to use other abilities).
I actually like the current implementation of commando insertion (force spawn commandos at any place is powerful). I see where other people are coming from by wanting to build commandos from the glider, but I think the forward reinforce plane even in unfriendly territory is a good buff. That being said, keeping it at 500mp would be ok or reducing it just a tad bit. Forward reinforce can be a powerful tool. In: COH2 Gameplay |
Thread: Sometimes, I dream about churchills...10 Nov 2017, 23:04 PM
Fun game. (and a small part of me is really happy I won despite his bm gg) Also commando regiment planes are weird as hell, makes pathing wonky. In: Replays |
Thread: DBP Commander Revamp brainstorming10 Nov 2017, 17:03 PM
I'll provide feedback for the brit commando doctrine, since no one has already. Smoke raid operation: I actually love this ability but it is a little tough to actually coordinate the push. For those unaware, what this ability does it for each infantry unit (+ support weapons too? Don't remember.) in friendly territory it drops a smoke pot on the unit. Units inside will cloak (including support weapons) and have commando like camo briefly. Points will be neutralized faster. It might be helpful to for this ability to either dictate where the smoke is being dropped so that I can plan around it; it's simply too much to keep track of when you have lots of units moving around. I suggest something similar to the tactical support scavenge royal engineer call in, where it highlights on the minimap where the wrecks are, or something similar to that effect. Another suggestion is to have smoke drop on the borders of a neutral territory (enemy if you find this too powerful) and a friendly connected territory, which will help the ability be more consistent. Assault: This ability is iffy for me. What this does is a slew of recon planes will sweep the area and infantry sections only will be on sprint and have an accuracy buff. Having sprinting infantry sections sound nice, but being unable to fire on the move can make the whole assault theme of this ability more like "find cover for the infantry sections" theme. I'd suggest giving the ability to have infantry sections fire on the move, with the caveat of reducing the sprint just a little bit, disallowing weapons to be able to be fired on the move, and reducing the assault munitions just a tad bit. Commando Insertion: The main complaint of this is that one would think that the commando doctrine is less commando-y than the vanguard doctrine. To get one commando you would need 500 mp from the commando doctrine, while to get one commando from vanguard, you would need 890 mp but you get the airlanding officer + forward retreat point, which is worth the difference imo. The difference in mp shrinks if you want to build more commandos. However, I like the aggressive aspect of the commando insertion, but it's worth while to facilitate a change to bring the commando aspect into the commando doctrine. Leave the insertion as is, but if the player decides to call in the glider defensively, within friendly territory, give a possible upgrade to the glider to allow it to build more commandos. It can only build commandos only when in friendly territory. To maintain the flavor of vanguard, the upgraded commando insertion glider should not be able to have a forward retreat point. Mortar Cover: Good ability. Only issue is with this ability is being sector dependent. Wildly op on some sectors, wildly up on others. Maybe area of effect circle should be used? I'm not 100% on how this should be changed. Air Supremacy: Pretty useless in 1s, very powerful in team games. However I think it should be changed thematically (and this is also conditioned that the schwere truck has the AA toggle mode, otherwise this ability would be useless against multiple okws). Have a recon plane enter first, then a few seconds later a strafing machine gun plane, a few seconds after that a bombing run plane (I'd recommend it to do damage equivalent to 75% HP of an OKW base truck, just to incentivize people to push in conjunction with air supremacy.). Reduce the munitions for this ability, I think anywhere from 200-250 would be a good price point. In: COH2 Gameplay |
Thread: RNG is weird27 Sep 2017, 19:50 PM
But one can't complain I suppose... In: Replays |
Thread: I am reeeeplay21 Sep 2017, 03:21 AM
Uploaded by request. Two idiots idiot until something happenz. In: Replays |
Thread: I'm dumb30 Aug 2017, 16:52 PM
He's dumb. We're all dumb. (but I'm a little more dumb) In: Replays |
Thread: Never back down!4 Jul 2017, 15:28 PM
Frankly should have lost this, but...given enough time, something bad will happen (to the enemy). In: Replays |
Thread: Meta review4 Nov 2016, 14:57 PM
Oops you are right on the first bit. I took a look at the brackets this morning to check my validity of my statement and I guess my brain refused to function correctly. I just worry about getting too granular. You are right that not everyonr can replicate devms strategty because of their skill level, but wouldn't people be more comfortable countering in a certain way instead of another? And being more comfortable in countering vs. countering and winning becomes another issue. I think deemphasizing what isnt viable needs to be broken down. Some units never see the day of light e.g. valentine, sexton, etc. while some units are used a little more often and contribute to a victory or a loss. I do like the claim busting thing you bring up though. I'd imagine it in the same vain as mythbusters, which would be quite funny. And since tric brought up the "sameyness" of each tournament, theres no reason to specifically find a differing statistics other than the obvious maps and players. Apologies for busting your balls, I'm always interested in how people construct / back up their stats. In: Lobby |
Thread: Meta review4 Nov 2016, 11:48 AM
Actually going to use the same argument against you: you are looking for the current meta so that people can adapt/counter no? So most sane people will gravitate towards build orders that will win. So Jesulin and DevM in total have both beaten all the people you have mentioned, would that not suggest that their strategies are better? Introducing new people would make their builds more prominent but would those build orders beat Jesulin or DevM? Or it can just be a difference in skill rather than build orders, it's hard to tell skill is equated to win in tournaments. In: Lobby |
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