Add tank traps to the mine laying ability, fix the cluster bombs, and I think the doctrine will be fine. It's not meant to be a normal doctrine, more of an ultra specialized one to fulfill a specific purpose.
I personally would rather see the B4 in the doctrine than the ML-20 for thematic purposes, but it is not really necessary.
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Post History of comm_ash
Thread: Tank hunter doctrine underpowered2 Dec 2019, 18:11 PM
In: COH2 Balance |
Thread: P47 Rocket Strike uses incorrect penetration effect2 Dec 2019, 17:58 PM
This bug would explain so much regarding the relative strength of the P47 run. It will be interesting to see how the rocket strafe performs as it should have always performed with a bugfix. In: COH2 Bugs |
Thread: Give m20 crew zook upgrade10 Nov 2019, 06:03 AM
M20 is just not worth it anymore. Without a zook, you run into the very real chance that you will not have AT when the enemy armored vehicle arrives. It just makes more sense to wait a little and buy a stuart which is in the same tier. That being said, old M20 really was quite oppressive with stuart and free LT in same tier. I don't know how to bring it back as a viable choice short of a tech revamp. In: COH2 Gameplay |
Thread: Rifle company rework suggestion5 Nov 2019, 16:55 PM
I have been playing a bit of rifle co, and I think the main issues with the doctrine come down to the RE flamers and the e8s. RE flamers just make no sense thematically, and should really be changed to some sort of weapon slot taking upgrade for riflemen. I would recommend a veteran sergeant upgrade which changes the squad to "veteran riflemen," who could come with a single thompson, and either faster vet gain, sight increase, etc., or a mix. Hell, "Veteran Riflemen" Could become a 2CP elite infantry unit with a Thompson model, RA buffs, and 2 additional weapon slots. There are plenty of options for how to design this. IIRC, veteran riflemen from the old days were a unique unit with unique voicelines? Would be a shame for something like that to go to waste. E8 is a bit tougher. Besides its health maybe being set to 800 a-la T34/85, I really don't know what to do with it. I see two options. -If it is meant to be a premium medium, maybe keep it at 720 hp but give it higher speed and acceleration to emphasize it as a flanking/ diving tank. I also think giving it wp shells might not be a terrible idea. -If it is meant to be a support unit for riflemen, maybe turn it into a command tank. Give the e8 a cap of 1, and allow it to provide bonuses to nearby infantry. An ability of some kind to reinforce its role would be good as well. Other than those options, I don't want to see buffs to the main gun, because it really shouldn't be competing with the jackson or sherman 75 IMO. The .50 upgrade should be cheapened to be in line with the upgrade on other Shermans too. I don't recall the exact numbers, but apparently it costs more. In: COH2 Balance |
Thread: The ressource mathematics of Allied factions14 Oct 2019, 23:36 PM
Penals are a double-edged sword for soviets early game. The loss in map pressure is huge compared to conscripts, I think lots of people are starting to realize the map control is more important. Going cons also lets you build T2 when teching so you can get an ATG whenever you need it as well. In: COH2 Balance |
Thread: Are bren blob buffs justified?11 Oct 2019, 05:15 AM
You know, it may be a fix to make MGs ignore yellow cover. Is that possible? I doubt hiding behind a bush or in a small crater would make you feel much less suppressed than being in the open. I believe the maxim and vickers both rely heavily on accuracy to apply their suppression IIRC. In: COH2 Balance |
Thread: Are bren blob buffs justified?9 Oct 2019, 21:09 PM
IS aren't the real issue with brits early/ midgame. That would be the lackluster performance of the vickers HMG. For a faction that is supposed to be defensive and reliant on units supporting their mainline infantry, the vickers is just not worth its price. I have lost track of the times volks have just crawled up and flame naded my vickers while under suppressing fire. And for all those who try to claim that the vickers is fine because of its damage output: damage output is not why you buy an HMG; it would be like touting an ATG's anti-infantry firepower. In: COH2 Balance |
Thread: Sherman Crew instantly dies9 Oct 2019, 15:14 PM
It's a bug caused by the decrewed vehicle moving after the decrew. Sometimes it is more obvious, but sometimes it just rotates slightly. Problem is, a decrewed vehicle is a neutral entity, and crushes everything near it. This bug has been in since day 1 of USF. I doubt it is ever going to get fixed. In: COH2 Bugs |
Thread: M20 over nerf rofl8 Oct 2019, 21:22 PM
Much needed nerf. Bazooka made sense when the M20 cost 340mp, not so much nowadays. Also OP, look at the bright side, M20 crews finally get the Thompson from Elite Vehicle crews! Also, if you are concerned about a luchs or 222, why don't you build a zooka on your LT or, I dunno, a STUART. In: COH2 Balance |
Thread: T34 Ram8 Oct 2019, 20:09 PM
The T34/76 ram is an odd ability. In exchange for effectively removing your tank from the engagement and likely the battle, you get a die roll chance to stun the enemy tank, or deal some minor damage and get to roll again on a crit table. This ability is far too RNG based currently. If you ram a Jagdtiger, theoretically you could get anything from a brief stun to a detrack (I believe, haven't used the ability in ages). I understand the ability is a last ditch ability, but I believe it should be changed to be closer to an extremely high risk snare. -The Ram now guarantees an engine critical if the enemy tank is below 75% hp after the ram. -The crit is always a regular engine critical, with a short stun as well. -Ram still effectively deletes the T34 from the fight. -Ram still has a pen value which deals damage equivalent to an AT round (160 damage) on a penetration. This should make the ability less frustrating for all involved and a bit more predictable. I get that this is a very random change to happen that would not change the meta at any level, I just think it is an easy change that would bring an ability in line with other similar abilities, and possibly provide a reason to build T34/76s to support AT lines. The T34/76 does not really need a rework, so I do not think swapping this ability for something else is really necessary, just that there is no reason such an expensive "snare" does not guarantee an engine critical on the targeted tank when infantry snares do the same with much less investment. In: COH2 Balance |
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