Hello everyone, but the removal of counter battery is a concern for me.
Counter barrage gets removed too at UKF. Thanks god these abillities leave the game. Good move.
If you cut flares from this commander and put them on the command panther, you make the flares unavailable until the lategame, and the unit still needs to move to where it wants to 'cast' the ability, much like other unit based flares.
You can argue that it comes too late and should be moved to another unit, but don't bring it back as an independent ability.
The british faction has access to early warning, which is not being removed in this patch (rather it is being adjusted to give vision to one location).
Hopefully they change their mind and remove it completely. Give a flare to Valentine instead, would fit its recon role.
Also, all other factions have airplane based loiter vision, which okw does not have (the vision halftrack's ability is abysmal and on a niche unit not really worth building) so okw is left without comparable competitive vision abilities.
I have some shocking news: IR HT has a nondoctrinal plane loiter abilty. So in fact IT HT gives you huge direct sight and a plane loiter. Other factions would like to have it too.
|
but because it doesnt have the AI its worthless, as any AT vehcle in the USF army is going to compete with the jackson.
That basically is it, since you can't compete wit Jackson at AT, you...
a) either need decent AI (E8/76mm are just not good enough at AI)
b) or unique abilities (E8/76mm have none)
c) or be dirt cheap (E8/76mm aren't dirt cheap)
the m10 is also a phenomenal AT vehicle for its cost, but again, jackson...
I disagree. After the nerf to 76mm and the buff to Armor Company, M10 will be the only viable tank that will see its use despite of Jackson. Just because it meets criteria c) its dirt cheap. Swarming axis armor with multiple M10s can be very strong on some maps.
no crews to bounce around (you could press your advantage and rush an m4 then later have an instantly vetted superior tank via crew switch).
You can put your Stuart crew into a M4A3 or Scott, later you can put the same crew in your Jackson. Its nothing else at live.
sherman AT variants can only work if the jackson is toned down. it will require revisiting stock medium AT
Yeah that would be a way to go, but since this is a complete balance overhaul a rework like that will most probably not happen. |
Like he said, an AT gun crewed by pathfinders gets extra vision with no downsides.
Crewed Pathfinders only selfspot for MG, for ATG it isn't enough sight since part of their sight is bound to the squad and another part is bound to vet1 (that doesn't get carried over).
The downside is the higher reinforcement cost. It directly kicks in the moment you crew the weapon for the first time, since you have to reinforce the ATG and the Pathfinder squad to full squad size. Its like crewing a MG with Shock troops, you'll get a very durable MG which can self defend versus close assault flank attacks, but you have to pay for it.
|
There is no scenario where USF Sherman variants work while the Jackson is the perfect AT machine in every single scenario.
The only way the E8 could find a nich is as a command vehicle with extra abilities that make its unneeded role irrelevant. Sorta like the command panzer where the tank itself is next to useless but the abilities it brings have value.
I do think Sherman variants will only work if they are a straight upgrade of M4A3 the same way the T34/85 is a straight upgrade of T34/76 (with more cost/population too of course). T34/85 has same AI but more AT and more survivability. Although it struggles more versus axis heavies than the SU-85 it still does something.
76mm and E8 either need a buff to their standard shell AOE or a shell switch to an AI shell. If E8 and 76mm both would have the same AI shell (same RoF, same acc, same AOE, same low to medicore penetration), 76mm could be the cheaper and more spammable one with 640 hp and an AT shell with higher RoF while E8 could be the one with higher survivability, more range and more penetration but lower Rof. You could further differentiate by giving different vet1 abilities (for example HVAP for E8 / Flanking Speed for 76mm).
|
I'm aware, but in the context of CoH2: Mines exist to kill (Or at least facilitate killing a vehicle). I'm just jokingly suggesting S-mine fields not have their signs (Which would make them obscenely broken)
Jepp :-)
Wheras S-Minefields come pretty close to the function as an area denial tool, since your opponent will see them in most cases and either has to organize some engineers with mineswepers or a tank that triggers them all. So if you put them down at strategic places you can hinder the advance of your opponent and hold that VP for some important time longer for example. Backed up by MG and PAK they can be quite effective. |
They still can self spot at 45 range instead of 50 when recrewing.
So whats the goal of the change then if it is still 45? |
If only the Germans weren't so considerate. If they just neglected to warn their enemies S-mines would be even more effective. :^)
The military use of mines isn't to kill as much units with it as possible, but to deny a certain area for movement. You want to protect a flank or canalize enemy troop movement in a certain direction where your defences are very strong.
Mines often get planted in a way that you can see them from your side so that you can quickly clear them in case you need to move through the area by yourself. The sod gets raised a bit and the mine gets pushed under the sod in such a way, that a part of it can be still seen from your side.
The biggest problem with mines at our days is that millions of mines got planted randomly, hidden and without records in many situations where you had civil wars, guerilla wars with irregular troops/militias or bad trained miltary troops/officers. |
What about WP smoke pots for the E8 to offset its lower cannon AI? then you could free up a slot for something else like forward observers or maybe refit and rearm (which could actually be not awful given the Sherman overlaps). It does put more weight on the E8 though and less on rifles... Combined arms would also be an interesting ability replacement
I personally think that alone wouldn't be so much of a gain since it has smoke launchers already, which need some foresight of course (but smoke pots / Panzer Tactican should have that delay too).
I do think E8 needs either an AOE buff around Cromwell level (that is still below AI of PZIV/T34) or a skill shot like WP. The main problem of E8 is that it is far behind HE Shot of M4A3 at AI performance and far behind AT performance of M36. So having two E8s instead of one M4A3 and one M36 (wich are cheaper in addition) isn't worth the doctrinal choice. It gets even more obvious at late game. One M4A3 and two M36s are just plain better than three E8s. While HE shells will force the infantry away, two M36s are a match for pretty much any armored unit axis can field in lategame. |
Also, Pathfinder vision IS being nerfed.
The sight of the squad stays the same its only the individual sight of the entity thatg ot reduced so that a 50.cal drop crewed with pathfinders has no selfspot anymore. I do think that is the goal of this change.
|
Rifle Company is a weak commander and Easy8 should not carry the commander. On could try to swap TOT with WP to make the commander more viable.
If there would be other strong abilities, E8 would need less adjustment of course. Atm the changes to E8 are just not enough within the current state of Rifle Company. 10 fuel if anything feels like a nerf for the slight buff it gets. The tank commander isn't helpful either since it is mutually exclusive with 50.cal and buffs AT performance at the cost of possible AI performance. That is the wrong way to make it viable.
Mechanized thou even in preview give access to 5 doctrinal units and 3 doctrinal abilities. So it give access to more than just 76mm.
I won't contradict that. But whats worth it if the company has no real strong abilities and the units added don't give a real benefit? Calliope or Priest alone add more value in a team game than all of them together. Thats the reason for Urban Assault and Infantry Company beeing at top and Mechanized beeing at bottom. |