just asking as a noob.....but, why flanking is not an option? you don´t even need smoke as you may need while flanking a machinegun....more than than, no other sandbag will protect the flanked sandbag as it will happen when flanking a machinegun with other one covering the flanked one...
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Major in tier 1 ? NO
We dont want to see usa blobs that dont give you time to breath due 5 minute retreat + healing point.
Also i think USA hq repair are bit useless because usa can repair its tanks on its own (tanks crew)
And when you get to usa base you dont need superglue , you just there repair your tank normally with tank crew , superglue is mainly used when you hit mine in a midle of nowhere
I thin superglue should cost 30 muni and dont be bugget so it is hight risk hight reward ability
Also it is no risk ability in sherman or m 20 or scott due smoke + superglue (you can cover you crew by smoe while repairing)
NO, I was talking about t4, not t1, so when unlocked t4, instead of a free major you get a free repairs like in the puma building for OKW.
Major remains available in t4 as a stock unit and only available after unlock t4 as any other unit in that tier, so you have to buy it if you want to field it because now when unlocking t4 you will get free repairs as OKW gets with puma building.
anyway, maybe is not a good idea....just wanted to share because i think a fix like this has not been mentioned.
Regards,
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I am noob, I have no skills in RTS and because those reasons I never post to give my ideas because there are tons of users here with better knolegde of the game, thus, if I got a smart idea, it is pretty sure it has been already posted by others users...but,
If "superglue" is such a OP hability, maybe whe can change this a bit with the following:
Give USF free repairs once their t4 building is unlocked (same as OKW with the puma building), instead of giving the 3-man officer you get when unlocking T4. Mantain that officer available for purchase, so if USF user wants a forward retreat point, he can buy it.
Then, remove "superglue" hability....
In addition this "fix" could help to USF players with the heavy-micro-managements needed in late game...I see this as a double win for anyone.
This way if USF player overstend he will be punished, and at same time could aleviate the extra micro needed with this USF faction (that I think is not fair at all, but that is other subject.....)
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I know that if you merge a cons squad with a shock troops squad, cons models added to the shock squad won´t have armor as shock models....so in my opinión it is not worth....
But I think merge is great to reinforce mortars and machine guns in the battlefield....
What about Guards??? Do you think is a good idea merge cons with Guards squad so the guard squad don´t need to retreat to reinforce??? or is not a good idea and why???
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So the Sturmtiger being useless is fine? Like the issue here is that ever faction has a generalist medium but OKW and it shows with how anemic OKW mid game is due to it.
Volks don't "defy" the faction flavor, they exemplify it. Units that are unwhelming to start but become excellent as the game progresses.
never saw you opening a thread about how useless was a SU-76, or about USF not having a Heavy, but hey, sturmtiger is useless (let´s go to post the same thing in every post I write, this is the fashion this week!!)
OKW don´t have a medium (let´s go to post the same thing in every post I write, this is the fashion this week!!)
Hey!! this is a thread about "statistic data and balance", but how cares!!!! sturmtiger is useless, OKW has no medium!!!
really shame that with more than 3000 post, all of them are useless and biased as hell.....you flood this forum with the same shit once and other....don´t you think you are disturbing the user experience in this web for a lot of people???
and then, "I´m trying to not be so biased lately, but all of you keep attacking me and not caring about what I write"
keep this way man, keep this way..... |
It's the same as in vcoh. (flamer damage in red cover etc.)
Thanks Spanky, in vCOH was really noticeable....but in COH2 is not so clear for me.....
I think it means that you want to be in the best cover possible. FLamers ignore cover, but don't deal extra damage to cover units, so you want to sit in cover to ignore the squads' other weapons.
I guess it depends on the DPS of the squad you are fighting. AEs may deal more damage than the flamer would.
mmmm, so, is not the same than it was in vCOH, but the opposite.....in vCOH it was clear that your squad would receive less damage while in red cover....
Cruzz please explain for dumbs (as me  ) how it works in COH2 and if red cover > green cover when facing flamethrowers...
sorry, english is not my navite language.....although I´m studying to improve my english skills everyday.... |
Negative cover increases received damage by +25% and this applies to all weapons except flamethrowers (which do -50% damage instead)
Do this mean that as it was in COH2, the best way to fight flamethrowers squads is from red cover???
So when facing a flamethrower you want your squad to be in red cover (better than neutral cover, and neutral being better than yellow one and being Green cover the worst one when facing a flamethrower)????
I used to follow this rule but I heard sometime ago that this was different in COH2......
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I think it's very amusing how the allies cry about CAS.
- AI strafe is only OP against blobs
- AT strafe is only OP against multiple (non-microd) tanks in one spot
- Stuka bomb is only OP against mass retreat.
Learn how to dodge, learn how to micro, learn how to Play, stop crying and don't blob.
Thats the secret to nullify CAS
Meanwhile in a P47 thread, and comparing with Stuka:
I saw this very often. i think both are hard to counter. my stuka was also shot down one time by aaht, before it was able to shoot.
but i agree that it is much easier for OKW since they have flaks in their base
Really nice that in one thread you laugh at allies because they have to learn to dodge while in the other thread you said is really hard to dodge...even accepting OKW has a easier time facing P-47 than allies has facing Stuka from CAS.
Lovely!!!
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Not sure if serious ...
I'am not really sure that the Katyusha need the ability to pin any squad caught in the barrage area ( a full screen or little less ) ?
Ostheer have to call a plane to pin squad, in a reduct area compared to katyusha aoe range, and will not kill infantry ( or 1-2 entity maybe )
Ihmo troll thread, but come on, the ostheer plane pin any and all squads in their area while katyusha can hit or miss squad in its area....really different ones.
In addition one is an ability and you don´t need to tech for it....so reaaaaaally differents one, no room for comparing them.
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That applies to all grenades.
sure mate, but, as our mate Beefsurge suggested, OST doen´t fight in multiples fronts at same time, as much as allied factions, sooo, nades (all kind of them) are a more powerfull tool in axis hands than in allies ones.
Anyway my point was just to show that this argument about different fights at a time & nades, if anything, is a positive thing for OST, not a cons.
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