What could give more love to USF: Improving Core arty capabilities and resiliency. I have never see a Howitzer wipe a full life 4men squad like a ISG does (and I don't really want to see that but it's an example). Same it not reliable to kill or at least pin anything in his targeted area.
Americans works with combined arm but indirect fire support is absent of the equation or doctrinal with a high cost of munition. In many matches I faced an OKW easy defense core with the flak truck as milestone and it is almost impossible to take out with a doctrinal strike.
In my idea, indirect fire arms doesn't need to have more abilities to kill, but to stun vehicles and building (disable functionality for a time) or pin squad ability in a area of effect so you can follow with a massive attack.
Now, for the Pershing part of the topic, I don't know what to think, but one thing comes to my mind. MG34 is a doctrinal ability that brings small arm support to an army that should have it, same for the Panther. Why should I face OKW panther, this army hasn't been design with it but still Relic gives it at an option for gameplay - and I fine with that. In my opinion, the Pershing gives the same option, it obviously comes later than the Panther in the game. So each player has room of strengths and weakness. If you know the USF player will have a pershing, you must close the game before instead of sitting in your side waiting for CP cooldown.
@Coh2player: maybe a doctrine ability that reduce the global price for USF T4 units so you can "spam" them and be closest to the reality
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Post History of Esxile
Thread: My proposal to making USF more appealing 9 Aug 2014, 09:27 AM
In: COH2 Gameplay |
Thread: More Match statistics possible?7 Aug 2014, 20:58 PM
Well sometime you really want to know how that pretty damn unit XX(insert an high resource cost unit name) hit the field so fast or what you did wrong in your own resource management etc... And instead of watching the reply only to follow the Fuel or Ammo evolution, you could have it directly in a time frame graph. That was my underlying idea. Actually you can see when the unit has been created on a table and need to go on another tab to check the graph that doesn't detail Ammo/Fuel. It's not really helpful. In: COH2 Gameplay |
Thread: More Match statistics possible?7 Aug 2014, 20:35 PM
Hey people. Do you know if Relic can add some more end match statistics? I found those already in place a bit too generic and could be a bit more developed. Like the resource graph which doesn't really shows useful information. Having a graph that shows separately Fuel, MP and Ammo evolution over the time. And maybe the possibility to see the other interesting information available in that graph: units build and point hold/lost so we can have a better understanding of the match ongoing, pics and gaps why and how. There are maybe other stats that could be implemented - what's your opinion on? In: COH2 Gameplay |
Thread: Knowing Is Half The Battle - Recon Company Strategy6 Aug 2014, 06:58 AM
It's a really static play style, I'm not sure how do you play it vs indirect fire. - You base all your anti infantry early and mid game strategy on HMG and M8, but why not a Half-track? It does the same job and better! I would expect to go T3 if I'm calling a M8. - Your anti tank strategy is also base on RE, you must be lucky enough or leading your opponent to make mistake to take out his armored and tank units. They have smokes and it counters perfectly well unreliable bazookas. Your strat is really zookluck dependent. Going 2 M8A1 Howi before Sherman is a huge delay on the only T4 unit that can preserve you from almost anything in the field. That is only my opinion but USF need to push hard to keep a chance to win the run. Being dependent of zooks and arty shots is a huge bet. I have the commander, I'll give a try or two but I'm skeptical. In: Guides |
Thread: Generally lackluster commanders5 Aug 2014, 10:17 AM
Mechanized commander - My favorite commander, 80% of my games CP0 Jeep to push and harass in the early game - successes outcome are to capture a fast MG42 or a fast Mortar if Osteer, or punishing a fast kubel or make him bleed MP by harassing his sturmpio. CP8 arty ability to breach his defense wall and break him in a major move with combined arms before the very late game. Rifles commander, never used it. Reco commander - I had great hope with his abilities but at the end, I found them too weak facing germans in a 1vs1. The commanders abilities are maybe better in 2vs2 or highest. Native commanders - Infantry commander - 1919, I don't see anything else useful, maybe if I have enough MP I'll call a mortar to have some indirect fire. Armor commander - Bulldozer is a great AI and Anti-support unit asset). It can take a lot of shots from shreks or AT guns before being in a critical situation. I feel the rest pretty useless - M10 doesn't bring anything better or different from Jacksons, Assault Engineer are too squishy, using them is a kind of lottery for succeeding any flanking. Airborn - Pale copy of vCoh airborn. their initial purpose was to make the game more dynamic vs a really static but powerfull werhmarch. Now they are just a super infantry with 1919, a kind of bastard son from old Airborn and old Rangers. Actually I prefer not use 1919 and going through each tiers than using them. It was my favorite commander but now I don't know, I had it in my commander selection for a while but every time I had to select a commander I felt that I would gain more possibilities by using any other commander available than them. |
Thread: Retreat = Suicide5 Aug 2014, 07:02 AM
Coming from Coh1, it was quite surprising at the beginning and I lost myself many squads while retreating. Now with a month of experience, you should be aware of that. If you're still making mistake and losing squads like that, it's your fault, not game mechanism's one. In: COH2 Gameplay |
Thread: WC51 Dodge vs M20 Utility Car?4 Aug 2014, 07:22 AM
Dodge of course. Dodge + rifle to counter any early sturmpio + kubel. Dodge + Lieutenant supported with rifles if you decide to go T2 Dodge + Captain can be nice also if you decide to go fast T3 Dodge + Lieutenant gain incredibly fast vet with your lieutenant and so good buff for your rifles. Don't forget to buy them a second BAR. In: COH2 Gameplay |
Thread: Faction Imbalance3 Aug 2014, 21:57 PM
Not just you, terrible faction design IMO. You're basically in mid game before you can build anything but riflemen. I feel they tried to solve this by giving you some 0 CP commander options (Assault Engineers, Jeep) but being that they are 0 CP units they are marginally effective early game and ineffective mid-late game. This also makes most of the only 6 US commanders lackluster at best. I like playing USF, I like managing Rifles but I have to admit you are so right. except the inf commander with vet rifles and easy8 which I never tried (if it is broken, it going to be nerf so I don't want to get use of it), all other commanders are so badly designed, I only use mech commander for the fast jeep and the 8cp arty really accurate. Other commanders just don't bring anything usefull except 1 ability each. And to reply the OP, Balance Forum are always full of whiners, those guys lose a game and automatically create to topic to cry that the unit he didn't excepted in the game or managed well the counter he had, is broken and need to be nerf - or that his counter need to be powered up. There are probably more Axis players by now in the game since USF riflespam + halftrack strat is better known and people now understand how to counter it. No more easy win for USF so people change side as they know Axis are better mid-late game. In: COH2 Balance |
Thread: The rifleman in jeep31 Jul 2014, 07:50 AM
Play more US, less axis...you'll complain about them less and you'll learn about how the allies operate. This! You're complaining about an early MG in USF hands. Play some USF games vs early German MG/Kubel and you'll find a way to counter it. I give you a hint: Key is in flanking. In: Lobby |
Thread: Action Items: Balance Feedback Required!25 Jul 2014, 13:25 PM
Cruzzs Suggestion isn't that good and brings unbalance side effects. Short squads, with few models will be strongly buffed while large squads with more models will be nerfed. let's take some random numbers: a 4 models squad vs 6 models squad A squad: 4 model squads deals 120 dm and have 120 life. Reinforcement cost 40 Each model has 30 life If a model dies, squad deals 120/4x3 = 90dm and remain 120-30 = 90 life B Squad: 6 model squads deals 120dm and have 120 life. Reinforcement cost 28 each model has 20 life If a model dies, squad deals 120/6x5 = 100dm and remain 120-20 = 100 life It is more or less what we have actually in the game. Now if we apply Cruzzs Logic, it become's harder to kill a model but as the 6 models squad has lowest life per model he is reaching his limit of 1 life / model faster than the 4 models squad. All B squad's models can die and divide the squad damage before being able to take 1 or 2 models from the A squad. And it is exactly what happens in COH OF. Large squads can die without killing any models from small squads, just because they weren't able to deal enough damage to the squad The actual system was used in vCOH which was far more balanced than COH OF. Last point is about reinforcement, more life your models have, highest is the reinforcement price. But if their reliability increases, the team using A squads is going to save a lot more money than B squad. In: COH2 Balance |
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