Well making so they come after all the buildings is a tad insane because you normally only put down all 3 if your going into super late game or want to just hold for a early KT.
Not to mention the fact that binding the Ostheer flame upgrade to t3 has made it so you literally never see it get made lmao.
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Thread: Remove Shreck from Volks10 Feb 2015, 16:49 PM
In: COH2 Balance |
Thread: Assault Engineers UP10 Feb 2015, 16:47 PM
Making them able to defeat Sturmpio's would be another nail in the coffin for axis early game. If you want to buff them just make it so they have less super close range DPS and better dps over their entire range scale. This should also be done with every SMG/Assault Rifle in the game but w/e. In: COH2 Balance |
Thread: Remove Shreck from Volks10 Feb 2015, 16:41 PM
No. You want to make Volks even more powerful then they're now. Well considering with out shreks volks are literal garbage that lose to every other infantry unit in the game I would say if your going to take away literally the only thing that makes them good they deserve a buff to keep them up to par. You also understand the reason they are so resilient is because they vet up very fast from shrek use right? If you take the shrek away they won't vet nearly as fast and will scale more naturally like all other infantry in the game. Also an AT grenade bundle in place of a shrek would mean the only thing you need to do is have your sherman just kite out of the Volks small throw range. Relic themselves have said it, the shrek is a crutch OKW needs due to the way the faction is designed, so removing that is a drastic change. In: COH2 Balance |
Thread: Remove Shreck from Volks10 Feb 2015, 16:28 PM
My suggestion for changing volks that doesn't make them a copy of Grens and Sturms a copy of Pgrens: 1. Allow volks to merge with other squads, considering the nature of volks similar to cons this makes sense and would help give them utility. 2. In place of the shrek give them a standard AT grenade that doesn't snare but does a absolute fuckload of damage and has an assload of penetration, almost 1 shotting a scout car like the shrek does. That way people won't just drive a sherman/other tank right into the middle of your infantry. Call it an "AT grenade bundle" 3. For an optional upgrade of 90 munitions they get protection from cold and 3 StG 44's like how cons get 3 PPSH, this would help the Volks retain use in the late game when shocks are roaming the field. 4. A sixth man joins the squad at vet 3. EDIT: Oh and give Ober's the option to replace their MG34 LMG with 4 shreks for 180 munitions. In: COH2 Balance |
Thread: M2HB .50 Cal Machine Gun10 Feb 2015, 16:23 PM
The .50 cal is an offense machine gun, it's supposed to follow your rifle blob around suppressing enemy infantry to help you fight things like Obers in the late game. It's also the best machine gun in the game if you crew it with a powerful model unit like Shocks/Obers. In: COH2 Balance |
Thread: sWS Supply HT speed reduction10 Feb 2015, 16:18 PM
If you remove the ability for the truck to push, also remove it from All scout cars and light vehicles. There is no reason a Heavy Halftrack shouldn't be able to push infantry when a scout car can, it already takes damage from small arms, and a single shock squad can kill it in about 3 seconds while it's setting up. In: COH2 Balance |
Thread: Remove Shreck from Volks10 Feb 2015, 16:16 PM
As Kurobane as pointed out the reason the Puma isn't worth it is because it's fragile and it is very hard for OKW to replace losses with the drastically reduced fuel income. Think about it for a second, with Soviet Industry you see tank spam because of the increased fuel amount. With OKW you see infantry spam because they don't have fuel. If you want less blobs/shrek problems make it so OKW doesn't need to be so fucking picky with their build orders. I'm always going to invest my fuel in a durable unit over a lighter unit because it's far far easier to keep a Panther or Jadgpanzer alive than it is to keep a Puma alive. It also seems people have no idea how smoke works, and the fact you can use attack ground to completely negate it. In: COH2 Balance |
Thread: Remove Shreck from Volks10 Feb 2015, 01:33 AM
Kiting works well on open maps, but if you get a single game freeze your screwed. The Puma's main also doesn't pen well against T34/Sherman frontal armor. In: COH2 Balance |
Thread: Remove Shreck from Volks9 Feb 2015, 21:52 PM
Nobody has ever said the Puma was under preforming, once again you are resorting to straw man tactics in order to try and make me look like an idiot. And no, I wouldn't get raped by Sherman and T-34 spam because of things like: Shreks, Pak43, Jadgpanzer, ect. You continue to ignore my point that the reason the Puma is underused and not a good argument for removing shreks from volks is that not everyone starts with Mechanized as their first HQ, and the time it would come out is around the same time your getting your second truck. Getting a schwer up early is a game ender, a Puma is not. In: COH2 Balance |
Thread: A Suggestion For Panther Balance9 Feb 2015, 05:17 AM
The reason soviets rely on smart doctrine choice is that is how the faction is designed. And did I ever say all non-doc soviet stuff should be shit? No, and actually you CAN counter Panthers with soviet non-doc if you use a little smarts/effort! My point is that you should pick a command to counter what you enemy is building/likely to build, IS2's just destroy all Axis medium armor 1 on 1 except the King Tiger. t34/85's are also extremely mobile and deadly. In: COH2 Balance |
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