Jaeger Infantry doctrine is fun but requires a ton of munition to be used at full potential. Camo + upgrades cost a lot.
Note that having the arty barrage + stuka air support on a single doctrine is a really good combo, both are really good.
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Thread: Commander(s?) with camo ability16 Jan 2017, 13:44 PM
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Thread: Relic Winter Balance Preview v1.5 Update16 Jan 2017, 10:17 AM
Pzgren, falls and Obers aren't assault units, they aren't mean to be used out of cover. Rangers and Para are assault units, they are mean to be used out of cover rushing and flanking positions thus they have extra squad members to absorb the bleed. Is it so complicated to understand? In: COH2 Gameplay |
Thread: Relic Winter Balance Preview v1.5 Update16 Jan 2017, 10:02 AM
Cuz they aren't assault squads. Elite =/= Assault. In: COH2 Gameplay |
Thread: Relic Winter Balance Preview v1.5 Update16 Jan 2017, 07:47 AM
Panzergrenadiers are defensive units, as described. The problem isn't losing 1 member, the problem is USF mortar altogether with the brit mortar and their natural ability to wipe 4men squads in two successive and quick blows. Do this test with a friend. USF vs Ostheer and then Brit vs Ostheer. 1st game, make 1 or 2 mortar as USF 2nd game, play it as if the USF mortar weren't implemented. 3rd game Brit with a mortar pit 4th game Brit as if Brit didn't had mortar pit. You'll see an incredible gap between having mortar and not having mortar in term of balance, it is like playing two different games. The nerf on the USF mortar is a good point of the version 1.5 cuz it was still too potent on 1.4 Note that for the USF and Brit mortar, I'm in favor of cutting their damage per shot in half. So their purpose isn't anymore to kill but to force move. In: COH2 Gameplay |
Thread: Relics WBP 1.4 Supply Event13 Jan 2017, 10:07 AM
I thought I played more than 10 games on v1.4, all giving me loot points. But I didn't receive any supply from the even. Did you receive your supply? So I can be sure something went wrong on my side. In: Lobby |
Thread: Relic Winter Balance Preview v1.4 Update12 Jan 2017, 11:55 AM
Engine damage is/was bugged. Engine damage doesn't disable the main gun and leave the target helpless. It is sad that you only see the stunshot on early game when it is clearly OP and decide its fate from this biased PoW. It is a formidable late game tool vs panthers/tigers which as nothing to do with a no-brainer ability, you need a lot of micro to use it properly with your other AT sources.
Who's flanking a panther with a stuart alone? Stuart + m10 or m36, the stuart + stun shot gives you 2 extra shots from a m36 without being shot yourself. Sneaking behind a lone panther is easy, doing the same when paks or raketen are there, when faust and shreck are nearby is another story. In: COH2 Gameplay |
Thread: Relic Winter Balance Preview v1.4 Update12 Jan 2017, 07:57 AM
I didn't try a lot the stuart in the mod but a value of 75 near isn't going to cut it with the nerf on the stun shot. Before going further: I'm not against the nerf. But the immobilization was the way to go near and then leave safely the area. Without that, you can't go sneaky behind a panther with a reasonable % of chance to come back alive. Now that the stun only disable the main gun and vision, tanks will be able to follow you until the stun delay fade away and take your stuart down. I mean, Stuart stun ability is kind of lame early game, but vs bigger cats, using it requires skill and need to be rewarded when well executed. Imo, there are 4 options to overcome this issue. 1- put back the stun shot as it was BUT lock it behind vet1. So stuarts aren't that powerful vs 222s and Pumas when they it the field. = Reward good play and preservation. 2a- Increase the Stun shot range. Stuart can now use its ability more safely 2b- Increase the Stun shot range at vet1 if 2a is too powerful when the stuart hit the field 3a- Increase the Stun shot ability duration, so the stuart has more chances to come back alive 3b- Increase the Stun shot ability duration at vet1 if 3a is too powerful when the stuart hit the field 4- Increase Stuart lifepool at vet1 or vet2, so it can take one more hit. With the Stuart, reaching vet1 is the more complicated because it is at vet1 that you gain full vision, once vet1, if you don't do anything silly your usually reach vet2 easily. In: COH2 Gameplay |
Thread: Balance for infiltration squads badly needed?10 Jan 2017, 12:15 PM
I'll say if the timer is long enough, nobody will use it. :/ There is already a risk to spawn squads in the fog of war, if now it comes 10 or 20 seconds after you call them, the risk becomes too high for the reward. I guess the best idea from the available options is to make each spawning unit having to buy their weapons like storms. it acts like a timer but at least you can manage it. In: COH2 Balance |
Thread: Balance for infiltration squads badly needed?10 Jan 2017, 11:34 AM
Timer is not solving the issue as mentioned above, it simply delays the moment you lose your squad from infiltration. Isn't possible enable infiltration only from buildings being fully in fog of war? If your opponent is able to know if a building is occupied, you can't spawn from it. In: COH2 Balance |
Thread: Relic Winter Balance Preview v1.4 Update10 Jan 2017, 09:25 AM
No you can't cuz you never play Sov and you never played the balance mod. In: COH2 Gameplay |
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