So the common thing here is that everyone who hates the way tommies are now hates the five man squad bolster upgrade and blames that for tommies being op. Meanwhile no one who is in favor of tommies can make an argument as to why tommies need to have the five men to have effective offensive power, but still want it in order to have better staying power in the late game.
My suggestion. Nerf the Tommy’s rate of fire by 10% and reduce damage from 16 to 14 per shot but make them, and all UKF infantry units 5 man squads from the start. This results in a slight buff to Infantry Sections in the early game by giving them 5 men’s worth of hit points, but taking a slight reduction in outgoing firepower and it gives them a major nerf in the late game where they cannot get the bolstered squad to upgrade both damage and durability. The end result should be that Tommies are still very good infantry that can benefit from upgrades, but are more consistent throughout the game and have less of massive power spike when the bolstered infantry sections come out.
Basically, Tommies start out as a five man squad but with the firepower of the current four man squads.
Edit: probably should also add a slight fuel cost to British teching in order to account for the fuel that would normally be spent on the bolster upgrade.
Here's a suggestion: Make all Tommies into tank hunter Sections, you won't get any more complaints.....
On a slightly more serious note, after a day of playing only OKW, it felt almost as bad going against Tommies as it feels like going against OKW as USF. |
Oh man! The op has the smell of sarcasm. We've been baited
OP is probably rofl
Yes, I fell for it. |
I can't believe specops isn't banned for the 2v2 tourney. Doesn't seem in the best interest for competitive play
This design choice has never stopped blowing my mind. But OKWs design at launch was just absurd, some things were bound to get left over
It shouldn't be banned for tourney's unless it is banned for automatch. There should be a price adjust and a time nerf for artillery flares. |
Really? Maybe i wrong, but the most popular unit (if not talking about standart units) in recent games was...walking stuka! in some matches even 2. It is the most unbalanced unit in my opinion, while bad player couldn't use it efficient enough (beacause don't know retreat pathes in maps), pro could. Especially last game where VonIvan team played. Walking stuka don't follow the rule of ALL artillery units in game - greater distance - greater scatter. What thinking about those who make such design is big secret for me. It should be moved to behavior of other rocket arty units.
This. It's really strange that COH2 took rocket artillery which was the least accurate and turned it into laser-guided missiles. |
I was watching latest 2v2 tourney to see how top players are pushing each faction to its limit and came to conclusion that game is almost balanced. But one thing bothered me: allies often could secure 2 fuel points in early game. I think if balance team nerfs allies early game a little (and usf units mentioned above) game will be in a best spot yet (just like panther). Discuss.
So you watched the VonIvan/Isuldur matchups with the allies losing both of the first two games (I didn't see the third so have no comment on it) and concluded that allies need further nerfs, and that somehow the Jackson is an early game unit? |
You could turn it into a 2 plane loiter. But i belive that people would hardly be fan of more skill plane, especially with calliope.
Then turn it into something useful, even IR pathfinders. |
100 muni is still expensive and there is no reason to use this trash
I tried the strafing run after seeing the claim that it reliably decrews MG's in green cover at the edges of the map. I got no decrews in the one game that I tried it. I'd rather have a cut-and=paste of any of the OST skill planes. |
Outside of reworking the unit:
-Increase number of shells on barrage.
-Nerf AA
Pak Howie, post balance changes done to ALL INDIRECT fire units which made them weaker, should be at equivalent levels to the 120mm mortar.
Comparison:
+1, but would rather have a shorter cooldown than increasing the number of shells
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i still need to try out scott spam with bazooka rifles
It can be fun. Be prepared to have your orientation questioned by players who find their JT's suddenly not all powerful. It works best with a couple AT guns, a .50 cal, and IR pathfinder in the mix. I use it regularly on players at my skill level, but don't think that it would help me beat anyone above my skill level. Panzerwerfers or Walking Stuka can wreck this so it's anything but a free win. |
I just played a 2v2 with someone who used the urban assault commander on Elst and built almost nothing but RE's, fighting pits (made one AA truck and AT gun). He built a USF version of Sim City. It was odd and almost comical to see all of the RE's running around. He didn't do a lot of damage but kept them off-balance. It kind of surprised me but we won. |