Agreed; if something has to be swapped, let it be that Armoured Company allows its use in pace of SMGs. I'd happily choose the ability to improve engine repairs than getting better small arms for a unit that shouldn't be fighting in the first place. |
USF crew repair is a unique feature that comes with its set of strengths and weakness, but the repair critical feature is such bs. For 10 ammo you can repair the engine instantly and go on business as usual. This is such an abusive feature.
For example, early in the game you manage to faust a jeep but are forced to retreat your gren unit. In normal cases you can send your next unit to catch it, but instead the crew just pops out and fixes the engine critical and moves on. Very unfair situation especially so early in the game.
Another example is on large maps where you place mines to cover your flank. USF player can easily move around with no regard to mines. If he hits a distant mine he can easily repair the engine quickly and get out.
This feature should not be available, or at least should not be available except for the armor commander. It can be placed instead of the Elite Vehicle Crews Upgrade and made available at cp2 for example. I think it is fine- the crew must jump out to perform the repair. That leaves them not only vulnerable to fire when repair, but the vehicle and the crew is vulnerable in general. If they can manage the repair in time and drive away without sustaining further damage, good for them.
Perhaps the time it takes to repair critical should be lengthened?
That's less bad than costing 10 ammo, but why have it in the first place? If you make a mistake and run over a mine or get fausted you should not have an easy way out. That will penalize the the other player.
That depends on the mine though; I expect Teller mines to rather severely damage, if not outright destroy, a light vehicle.
@Capacity_gear
You have a point: crews can already repair, and I swear they repair faster than Rear Echelons. Perhaps it should be a veteran unlock ability so at least if you can do a critical repair, you have to find a crew that has veterancy. Crews vet up pretty quick anyways, so at the least you can't just throw a tank in battle, get tons of damage, then run away and do a critical- the boys have to have done some fighting first. |
I do think it needs to be much more useful, but increasing the price isnt needed. Su-76m is supposed to be a decent cheap price, but effective.
It would be nice if barrage was a toggleable ability that changes the main gun by allowing it to shoot curved HE shells with some scatter, but it can still move, but slightly slower. That'll actually give it some AI power. And i hate having to cancel the barrage because the enemy moved 5 feet. An adjustable way to fire those shells would make it effective.
Cannot disagree here.
A toggled barrage would effectively make this unit dual-role as a super-mortar, and can compensate for lower rate of fire, relatively shorter range, and turn slower/ lower sight range. It could even be unlocked only for vet1.
Switching places with the T-70 also makes sense: the T-70 is great against attacking infantry because it can attack while moving given its turret. The prices for the units need not be swapped either, and the T-70 also dual-roles as a scouting unit for any long ranged AT. |
EIGHT GAMES: 21m, 8m, 65m, 25m, 27m, 36m, 28m, 30m for a total of 278m or 4.63 hours. Average time was 34.75m.
WAR SPOILS: new skin H Winter Cobblestone (RU)
THREE GAMEs: 41m, 35m, 50m for a total of 126m or 2.1 hours. Average time was 42m.
WAR SPOILS: duplicate bulletin, "Five in the Eye" (US)
FIVE GAMES: 41m, 35m, 43m, 45m, 35m for a total of 216m or 3.6h. Average time was 43.2m
WAR SPOILS: new bulletin, "Jazz Hans" (OKW)
FOUR GAMES: 26m ,32m, 34m, 106m for a total of 198m or 3.3h. Average time was 49.5m
WAR SPOILS: new bulletin "Tank Hunter" (Ost), duplicate victory strike Panzerwerfer
26 drop intervals with a total time of 3662 minutes brings the statistical average (that is, total minutes divided by number of drop intervals, 3662/26) equals 140.846 minutes per drop, or two hours, 20 minutes. |
http://www.eurogamer.net/articles/2014-05-29-relics-five-year-plan-for-company-of-heroes-2
In the 5 year plan and just about any article you read about the Western Front Armies, describes the "opinionated" statement that the new factions have specific designs to them and adding a pershing would go against the entire faction design for the United States Army. So, once again, I am going to say that they are probably not going to get this.
Search Hands on the Western Front Armies in this forum and you'll find 5 articles saying the same thing.
Adding a U.S. heavy tank would just tip the scales of balance. As it is and as it should be, it's hard to kill a King Tiger if the opponent isn't a moron. That thing can soak up a lot of damage. The only way to beat it is generally combined arms w/ flanking vehicles. Adding a heavy tank, somewhat similar to a tiger/is2 would make late german armor not as scary, which again, is the whole point of OKW late game, veteran units with heavy tanks.
If an M36 Jakson with its powerful 90mm gun isn't "too hard hitting", neither would be the Pershing. Heck, the Pershing is even less of a hard hitter than the Jackson because as a unit it is more about taking hits, not dishing it out. The Relic statement therefore is actually contradictory, if not hypocritical.
It's understandable to say that such a thing would go against the faction's "design" as 100% fuel income and the ability to build fuel caches would for OKW.
Honestly though, what can they add down the line to these factions that remains within the boundaries of their initial design goals? They are going to add things that give variety to a faction, otherwise the faction gameplay would just become stale.
Who wants to be stuck in the same strategy of massing riflemen, then building Shermans and Jacksons? Sure it's versatile, sure it's mobile, but it get's boring and repetitive. They will eventually need something to give US players different strategies to pursue.
As was stated, the US does have great AT capabilities, but a good chunk of it (namely the riflemen with AT grenades) can be negated with things like MG's and indirect fire. Not to mention that the German heavies can pound infantry squads into nothing with ease. Just because the US has a good, mobile AT platform, doesn't mean adding a Pershing is going to make them unbeatable. Their AT is only as strong as their opponents allow it to be. The addition of a Pershing will grant some longevity to their frontline. Agreed; there's really few things to add in future commanders if a light or heavy tank like the Chaffee or Pershing would never be in one of them. Hell as far as I am concerned, they're just saying they won't get them to generate interest, then a few months later go back on their word and release them as DLC commanders for teh $$$. If anything adding a Chaffee/Pershing makes sense since they are light and heavy tanks- stock US units have neither. |
On Pathfinders, I don't mind them spawning in ambient buildings, in fact that seems more sensible. That they are poor combat units should be enough of a drawback, even if you don't count on the idea of giving them a decreased neutralize/capture time. Their use should be towards benefitting over units like the drop antenna and increased sight range, as befitting their status as scouts. An upgrade to use sniper weapons as a munitions ability woudln't really change that, since it costs munitions and basically turns them into soviet scout sniper squads that are just as vulnerable to anything but a lone squad. Another way to "nerf" them would be increased dispatch cooldown. If a unit takes forever to re-deploy they are that much more valuable, even if the cost itself is low.
As-is, the airborne pathfinder, and even the recon pathfinders, aren't much different from engineers, you use them to do pretty much anything else that riflemen shouldn't be bothered doing, like capture points and extra meat to an assault. Their potential to do more indirect utility, to me, seems wasted. |
All in all, I find that the recon commander plays more towards the strengths of what the airborn commander should be. It uses support units meant for behind the lines action coupled with a useful frontline reinforcement ability. Thats my two cents, what do you guys think?
I think it is odd that another company gets better ariborne features than the actual Airborne company. Honestly, I'd trade three airborne abilities for this one ability, and those abilities are HMG, AT gun drop and the stick of paratroopers. |
I think you don't understand how to use them. Read Porygon reasons to used them. There is nothing like increase firepower. They are not here for that....
I took the OP's list as more of an example rather than an anecdote. He was after all asking a question, which was whether if there was anything else to them.
Unless that retreating squad was vet3 and has some interesting weapons, spending 440MP just for an increased opportunity (nor even a full guarantee) to wipe it out is pretty steep. The panzerfaust one I agree with. Using them to outflank the odd Maxim may still prove a gamble. And how often will you be in a position to flank an MG especially when its near an empty house, notwithstanding ou play the same map over and over again? |
I wish they had some upgrades to represent their better firepower. Yeah I know, this sort of means they are not going to be used in the way they are now.
The upgrades could depend on doctrine abilities as well, assuming down the line more OKW commanders get to deploy FJs. G43s with a suppression ability instead of FG42s I am thinking of. A shorter ranged upgrade like MP40s plus stun grenades could also be another alternative. The FG42 itself could be an upgrade, though this might mean that one of the aforementioned upgrades will have to take its place as vanilla weapons.
I personally like to see the FG42s being an upgrade given their firepower, but this might mean reducing the manpower cost as well as finding a siutable alternative weapon for them, less they become near-useless for anything besides panzerfausting a near-dead tank. IMO their Panzerfaust is one of the bigges reasons why I even bother using them, besides an emergency deployment to help a firefight. |
I dunno, it's never been a great experience to me. I'd prefer the flaktrack, which at least can move and gain veterancy. |