Because the buff stacks 3 times.
Does it really? Do you happen to have the exact numbers on it?
Thread: Commander Update Beta 2021 - Ostheer Feedback3 Apr 2021, 21:11 PM
Does it really? Do you happen to have the exact numbers on it? In: COH2 Balance |
Thread: Commander Update Beta 2021 - Ostheer Feedback3 Apr 2021, 20:33 PM
I like most of the changes to Ostheer. My suggestion is specifically regarding luftwaffe supply. Luftwaffe supply used to be picked for two reasons, the medical resupply drop, and the resource drop. Now that the resource drop is being removed completely from the commander, it no longer has that flavor of being a doctrine focused around infantry being resupplied by air. For those who do not remember, back in the day, medical supply drop used to be busted. Units affected by it could heal in combat, and became unstoppable juggernaughts. After this ability was removed, the ability became confused. Why would you drop 3 healing crates at the frontline, when you likely only need 1 to buff the squads up there. Why would you drop them at base, when you can spend double the munitions and have permanent healing? My change, would be to reduce the medical resupply drop to just 1 crate, and reduce the price to 10-15 munitions. This way, the ability can be used at the front to preserve flavor, and to revitalize it. I do not know the exact stats of the buff the crates give to combat, but those can be adjusted as well. I also would like the resource drop to stay in the commander, and not keep the airdropped weapon crates, but that is just personal preference. Both abilities fit in the commander's theme. That said, the reason airdropped weapon crates is a good ability in Ostruppen is because Ostruppen are cheap crew models. I do not think the ability will work well outside of that doctrine. In: COH2 Balance |
Thread: Upcoming Comander Update - Wishes10 Mar 2021, 22:27 PM
TBH, it was always dumb that the Soviets in game are the only faction without nondoctrinal SMGs. The Red Army was famous for its widespread adoption of automatic weaponry, and they have none on their stock units. Personally, I feel like Penals or conscripts should have had PPSHs available as an upgrade stock, but since that isn't possible, I think the conscript PPSH package should be changed into a new call-in squad (call them Avtomatchiki), and have them available at 1 CP. They can keep OORAH and molotovs to make them different than shocks, and have the combined arms ability similar to panzergrens. They would not have AT grenades though. Since they would be hard countered by vehicles, they can then be buffed to be better at the AI job (and price increased accordingly). Not sure if this would count as a "new" unit, since they would just be conscript models with smgs. If done, this would give us another unit to help make Soviet doctrines more unique. In: Lobby |
Thread: UKF Commander Revamp 20218 Mar 2021, 19:35 PM
I dont know if the commando models have the correct animations, but IRL british commando teams made good use of the m1 garand, vickers lmg, and other lesser seen weapons. I would love to make the infiltration commandos spawn as a 4-5 man squad with elite m1 garands, with an upgrade to 2x vickers lmg or 2x sniper enfields. That way they are a bit more different than regular commandos. In: Lobby |
Thread: UKF Commander Revamp 20218 Mar 2021, 19:16 PM
Cool! That's what I get for only paying attention to the fun bits In: Lobby |
Thread: Zooks for con/penals in Lend Lease 8 Mar 2021, 18:46 PM
Sorry, that's what I meant, bundles as getting multiple units at once. I was more agreeing with Crecer and elchino. In: COH2 Gameplay |
Thread: Zooks for con/penals in Lend Lease 8 Mar 2021, 18:21 PM
Bundles are bad, I thought we learned this back in 2015/16 when dual t34/85s were nerfed? Assault guards should be a normal call in infantry squad, with an upgrade that provides them with 1/2 bazookas. I would also like to see them get a special ability to make them more than just boring shocks. (maybe suppressive fire or tactical advance) In: COH2 Gameplay |
Thread: UKF Commander Revamp 20218 Mar 2021, 18:11 PM
The only thing I would say about "Hold the Line," is that it needs some QoL fixes. For such an expensive ability, you need to jump through like 4 hoops to get it to work right. 1) From what I remember, the ability only works on sectors you yourself captured, so it does not help your teammates in teamgames. This essentially makes the ability worthless outside of 1v1 (which is quite silly for one of the most expensive abilities in the game.) 2) The commander icon should do a better job of informing you when the air support will arrive. It's hard to plan around currently. 3) Personally, I feel like the ability works better as a defend/ counterattack ability, so I feel like the planes should target enemies in your territory or in adjacent enemy territory. This would also make the strafe easier to work with, instead of the ability just being a stupidly expensive global buff. In: Lobby |
Thread: Upcoming Comander Update - Wishes27 Feb 2021, 07:41 AM
So, i’ve never really been happy with conscript support tactics as a commander. I would make the following changes to make the doctrine more unique whilst also keeping with its theme: 1) Replace kv1 with the commissar squad from NKVD disruption tactics. The commissar is a very unique unit that adds new capabilities to infantry it supports, perfect for a doctrine based around conscripts. 2) Replace conscript repair kits with conscript PTRS package from AT tactics. Having PPSHs and PTRS upgrades available in one doctrine will provide soviets with a brand new type of gameplay opportunity. It also keeps with the doctrine’s theme. 3) Replace incendiary strike with a new offmap, Grid Bombardment. Multiple ml20 shells drop over a very wide radius. (similar area to OKW’s assault artillery). This ability represents soviet ddoctrine to mass artillery before a breakthrough, and also finally gives Soviets an artillery ability. 4) Rework rapid conscription. Rapid conscription is currently a dumb ability, requiring a player to pay munitions and incentivize taking losses. New rapid conscription will be a timed ability for a to be determined munitions cost, which instead reduces conscript replenishment time to that of Ostruppen, and decreases replenishment cost to a lower manpower cost. The idea behind the rework is to create a unique global ability that keeps with the ability’s flavor, while allowing a new type of forward reinforcing gameplay. Instead of a straight stat buff of other globals. What do you guys think? Im sure many of these are quite rough, particularly the rapid conscription rework, but i think changes such as these will give this doctrine a more unique play-style, not available to the soviets elsewise. In: Lobby |
Thread: Are they not fixing heavies?10 Feb 2020, 03:36 AM
I agree with some of the people on here that heavies are too efficient. It just makes sense in a game as dependent on multi-tasking, that heavies are preferred because they are singular powerful units that fulfill the job of multiple cheaper units. In terms of changing them, why not make them assault units that have to be put at risk to get the most out of them? Instead of nerfing their weapons and armor, why not reduce their range to that of a normal tank (40), and reduce their speed to make them lumbering killing machines. Lowering their speed will make it easier to isolate and flank them, as well as make them more vulnerable when charging recklessly into enemy lines with no plan and no support. I believe changes like this will make heavies feel a little more unique gameplay-wise, as well as letting them stay powerful against infantry and armor that get into their range. It will also allow their natural counters (TDs and ATGs) to have more of a chance standing up to them, and be a bit more deadly It may even allow for a slight nerfing of the TD meta that has partially led to the demise of mediums in game. In: COH2 Balance |