you can get a utility car out pretty fast if you want to get the lieutenant. Besides good for running off the kubelwagen its overall just good against early game infantry, and it can lay mines as you prepare for the puma to come in. |
i wonder if coh2.org should have a policy of a patch must be out for atleast 5 days before people can make thread discussing balance? |
actually assgrens and sturmpios are better than assault engineers at medium and long range. (at least in terms of DPS) |
i think the patch needs to be out longer before any real good suggestions can be made. Not everyone in the game uses the coh2 forums or keeps up with balance changes. People are still figuring out whats new and expirementing with new things based on the changes.
|
the general coh2 trope is that allied factions have stronger early game units, but axis factions have stronger late game units.
So allied generally want to secure a quick victory before panthers/tigers/elephants start getting called in, and axis are trying to hold out and build up their tech to try and get in to the late game. |
i like the concept of the encirclement doctrine though..
I think the arty just needs adjustments. It's firepower/frequency/accuracy should be inversely proportional to its target area (in the same way arty trucks work)
So if the arty is targeting a single cut off sector, it should rain down lots of shells in that small concentrated area and quickly kill everything.
But if a pocket of sectors nearly the size of the map is being cut off (as this video), the arty needs to be less effective throughout each sector.
The sort of hellstorm in the video should have been reserved if only up to 2-3 sectors were cut off. In 4-5 or more sectors it should be more like a light rain with a chance of death.
|
IMO it should stay as it is to discourage blobbing. Also this is the standard way the game handles a command group of different types of units. Theres a number of other abilities that are like this as well. |
thats not completely true.
for instance if pathfinders (who have extra vision range over most infantry) crew an MG, the MG will be able to see further than if your rear echelon crewed it.
I personally would be interested in seeing a comprehensive list. |
do you have any replays of it in action? I just cant ever make any good use of it, I'd really like to see how its done. |
I think different solutions ought to be tailored for each type of call in. Some call ins are meant to help you with a timing push, they offer weaker vehicles but the possibility to get them earlier or cheaper. Those perhaps ought to stay as they are. Its the call ins that offer significant upgrades that need to be tied to tech levels.
For example the easy8 is a clear upgrade to the regular sherman, and its cheaper if you skip teching. So it provides a double blast of cheaper tanks + better tanks. Theres no downside or risk involved with the ability.
|