The flares should be like riflemen flares and have to be deployed by volks.
No thanks, OKW already rips off stuff straight out of Ostheer.
I'd prefer if Artillery Flares had a longer cooldown though- it's convenient that it doesn't, but it just eats up your munitions for powerful effect. If there has to be compensation then the flares can just last a bit longer once deployed. I prefer if all off-map abilities worked like that- if its cheap and easy, you gotta wait long time for it to prevent spam. |
Because CoH2 was the sort of game you abandon after a while.
What did you expect Starcraft? At best only half of Relic did, the other half was CoD DLC milkfest. |
In every game I have witnessed a vet4-5 Command Panther, I have either already won or already lost.
If anything I'd prefer nerfing the vet benefits in return for faster veterancy rate. It's quite a late-game call in so once its vet5 the game's dragged on for quite a while. At least Tiger/ King Tiger has the durability to risk it in combat. |
Buff EFA and nerf WFA repair speeds so they come closer together. |
Sexton would be tremendously useful if it happened to share the base Howitzer barrage ability, so getting one or two or even three makes for a Base Howitzer barrage involving all five entities. Obviously it bring strategic drawbacks like no manpower for units, but that's kind of the point of having the choice of using more of one unit over others. |
They do look pretty nice, if not a less gritty, but I'm sure that's the entire point of the project.
Personally I think it's the colour and overall image quality that's the issue, not the gritty worn out photo -ness. |
They should have just tweaked the two dropped commanders. Yes they're OP, but not irredeemably so. Even Brits got the treatment pre and post release.
Not to mention the abilities even have their own unique voicelines, whereas many of the newer DLC commanders have generic "ability is ready" line. |
This unit seems to function well only when synergized with other units. Unfortunately, its trying to fill many roles at once as a result, so it's not very useful most of the time. What Relic seemed to have in mind for this unit is a spellcaster type, but because he's meant to do so many things, the unit does them all but poorly.
Unlike Sturmoffizier, he's less powerful due to pistol and the squad cannot pick up any weapons, so he's not combat effective.
The unit confers a buff to nearby infantry only temporarily and at munitions cost, that's pretty much the best thing about him, but Sturmoffizier is way better at it, and is a combat effective unit.
The coordinate barrage requires having any artillery units within range, so he's like a Valentine tank.
And of course being a unit that's found in multiple commanders "fixing" him isn't easy: buff him and it might make one commander OP while doing nothing for another.
Personally, looking over the multiple commanders he comes in, I think a start is to actually remove him from some commanders, like Assault Support, and replace it with something else. In this case, Sprint, which is 0CP. All other 1CP abilities seem out of place or would make the commander OP. |
So instead of balancing the game, you make players pay to avoid using what was bought?
That's literally paying for DLC and right after paying to not use it. |
looks like all we have to do is register and watch some noob play a game against some other noob.
What is this, SUperbowl? Last time WE played the game to decide who won. |