As a game designer you want to think of unit roles first,and then build the unit around the role. You don't want to overlap same units from the existing german faction, so you're probably gonna have to use some of the more obscure unit designs that weren't as massed produced.
Imo usf get pretty cool things too: their aaht is very good, vehicle crews and instacrit repair, bars, m20 mines, fighting position rifle nades, etc etc
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Post History of LemonJuice
Thread: OKW sdkfz 251/17 Flak Halftrack6 Jan 2015, 16:24 PM
In: COH2 Balance |
Thread: Favourite Unit?6 Jan 2015, 00:51 AM
its a pretty close tie between sturmpioneers, panzer grenadiers, and obersoldaten. the roar of 4 stg44s at close range or the sound of the mg34 is quite pleasing. In: COH2 Gameplay |
Thread: Panzershrecks outrange T70 and T345 Jan 2015, 23:55 PM
Double bazookas also makes your rifle squad weaker not only in the sense that they lose a rifle, but also in the sense that they are denied the much needed BAR/m1919 upgrades for those units to scale into a world filled with Gren LMGs, Obers, Falls etc. If you're loading them on rear ech that can be a bit of a crap shoot since they're so squishy with fewer men. rear echelons are definitely a better bazooka platform than rifles since, as you say, you dont wanna sacrifice rifle weapon slots for zooks. also with veterancy rear echelons are not that bad actually. with 20% bonus accuracy at vet 1, a 5th squad member at vet 2, and -23% recieved accuracy and 20% weapon cooldown at vet 3. and you can gain veterancy pretty quickly when youre damaging vehicles, and if you utilize an early fighting pit, you could gain veterancy quickly with a few good rifle nade hits. even if theyre squishy at vet 0, you kind of only want to use them when vehicles are present and keep them slightly behind your main line infantry, so theyre not soaking up fire. In: COH2 Balance |
Thread: Panzershrecks outrange T70 and T345 Jan 2015, 22:34 PM
practically its best to look at the first few volleys, since its likely that medium armor will back up as soon as they see AT weaponry. lets limit the window of engagement to 11 or so seconds. in this time frame, a bazooka can fire 3 times. if all 3 shots successfully penetrate, you deal 80 x 3 damage. in the same time frame, a shrek will fire twice, for 120 x 2 damage. if you further limit the window of engagement to 6 seconds, the bazooka will deal 160 damage, where as the shrek will only be able fire once so that it deals 120 damage. equip another bazooka for 60 munitions and you double the damage output. imo the only real downside for the bazooka is that its penetration really sucks compared to the shrek. In: COH2 Balance |
Thread: Panzershrecks outrange T70 and T345 Jan 2015, 17:08 PM
i compare the sherman and panzer 4 because theyre both MEDIUM tanks. the shermans lackluster AT capabilities is more than made up in the jackson. the sherman has extremely potent AI capabilities, the best out of the medium tanks in fact. while blitz is a strong ability, you shouldnt be sending your tanks into a situation where blitz is required for it to live. that is just bad decision making, and the same should be applied when using allied tanks. dont overextend into enemy AT that theres no hope of recovery. dont be retarded basically. Smoke is arguably better in certain situations than blitz. for example, theres a line of paks, with enemy infantry in front. it would be better to smoke the paks in the back, so that your shermans can shoot the infantry in the front while the paks reposition to get clear line of sight. with blitz you would be forced to just pullback. in essence sherman smoke is more of an offensive ability compared to tactical smoke and blitz. not to mention tactical is doctrinal. the counterplay to smoke is to simply attack ground. im not arguing that bazookas are just as good as shreks. shreks are definitely the better overall portable AT weapon. but the fact is, with penetration aside, bazookas do basically the same DPS as a shreks do. in fact, its easier to shoot and scoot with the bazooka because of the higher fire rate. just a friendly reminder that double bar vet 3 rifles are just as strong as obers. friendly reminder that vet 3 pathfinders with bars are stronger than obers. In: COH2 Balance |
Thread: Experiences with Jagdpanzer IV4 Jan 2015, 17:26 PM
The great strength about the jp4 over the panther is how fast it can come out. It can come out before any other medium armor arrives. In: OKW Strategies |
Thread: Long range faction imbalance killing gameplay4 Jan 2015, 17:22 PM
AA HT out ranges shreks In: COH2 Balance |
Thread: KV1?4 Jan 2015, 03:19 AM
How are you facing axis heavies when it's an 8cp tank? In: COH2 Balance |
Thread: Panzershrecks outrange T70 and T343 Jan 2015, 13:42 PM
I just play with the cards that I'm dealt In: COH2 Balance |
Thread: OKW sdkfz 251/17 Flak Halftrack3 Jan 2015, 13:34 PM
At guns have attack ground too. In: COH2 Balance |
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