I do agree with everything except for the AT gun changes and adding a heavy tank. USF was meant to be this mobile, powerful force to be reckon with but a heavy tank would go against it. I could see a Jumbo however. The AT gun AP rounds should be looked at in terms of penetration but you have to recall it has one of the best Veterancy abilities (Take Aim!), highest rate of fire, widest arc, and being cheap 270. You have to take note that medium tanks only need 4 shots to take down and if you have a CPT running around that'll be more like 3 or so. Panthers and heavy tanks require teching to Major for Jacksons to counter.
Only change I could see that'd be interesting if Take Aim! reduced rate of fire but increased penetration and longer range for heavy tanks. I mean of reducing the rate of fire by half or so but increased the penetration but a good amount that would stack with AP rounds. This would turn it into the most versatile ATG and fit into the theme of versatility USF (suppose to) have.
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Post History of ClassyDavid
Thread: USF needs24 Aug 2015, 00:02 AM
In: COH2 Gameplay |
Thread: RE Increased Vision?23 Aug 2015, 04:26 AM
I wouldn't say it make other scouting units redundant due to other scouting units would have greater sight. You also have to take in account the others greater combat ability and utility. Similar to how Pioneers aren't really spammed to be scouting instead a 222 Scout Car has great vision and even better combat power. This doesn't include OST sniper or such. In: COH2 Gameplay |
Thread: RE Increased Vision?23 Aug 2015, 02:11 AM
Should RE vision be increased to the same as Pioneers? (35, Pathfinders have sight at 42) Help with USF be better prepared for attacking enemy positions. Simple buff and save munitions as you could see enemy HMGs and prepare the attack accordingly. Will also give RE more utility and improve combined arms approach similar to the reason of Pioneers getting increased to vision to synergize with MG42s more. Lastly it would it help with that pesky bugger (AKA The Kubel) as you can spot it the same time it spots you letting you retreat or reposition. In: COH2 Gameplay |
Thread: Frost vs DevM - lost so need advice23 Aug 2015, 01:27 AM
I'll check it some time later tonight but I'll try my best gent! In: Replays |
Thread: Relic says: Something BIG after the brits...22 Aug 2015, 03:55 AM
That War Effort looks very interesting and it would be a really fun aspect to the game. Also it that some Bazooka increased penetration I see? Why you taunt me Relic :Foreveralone: In: Lobby |
Thread: Ostheer Sniper ROF22 Aug 2015, 02:41 AM
So let me get this straight. OST can have a sniper that is fair (certainly effective in case against Soviets due to survivability, veteran 1 incendiary round, and great camo. ) against one Allied faction but is extremely effective, dare I say broken, against both other Allied factions? While on the other hand Soviets have a sniper that is somewhat ineffective against OKW? What the bloody hell! I am going to rant because it is tiresome to be fighting OST as both Soviets and USF with that sniper. I even bloody disregard him as OST, my favorite faction, just because how powerful he is. So lets start shall we hmm? He has 82 hp meaning RNG bombs can't one shot him and giving him insane survivability to small arms fire WITH a camo bonus that allows him to simply cloak away from enemy infantry. Case in point is Soviet sniper camo. You can deal damage to Soviet Sniper since he decamo out of cover and you get some seconds. OST Sniper? A half second or so as he simply walks away. This means any chasing means he is damn near immune to infantry fire as they try to force him off the field. This doesn't include having to deal with Grenadiers, HMGs, Pioneers, and mortars up your arse. Oh wait he also has great durability too, not to mention his great veterancy 1 ability. His camo being so great was due to the fact he was previously fragile and if he got caught out he would be quickly gun downed. But now he was 82 HP combined with that camo he is damn hard to kill. Soviet Sniper one advantage over OST was the fact of two models and greater durability. What does he have now? Being squisher and worst in every way. (Rightly so with concerns to stats at least given Soviet Sniper being designed around one faction with almost every squad being 4 man.) Funny how OST sniper got increased of HP due to be fragile or being RNG bombed yet Soviet Sniper can and does all the time due to amazing German mortar and extremely high DPS OKW units. Veterancy 1 ability is damn near broken thanks to STUNNING enemy infantry AND getting another shot off meaning you can quickly have a 6 or 5 man squad go down to only 3 or so in SECONDS. Sure you can say its 45 munitions but almost instantly making a squad combat ineffective with one sniper? Guess what that does to USF with their high reinforcement cost and which will be even worst for UKF? You argue OST sniper needs a high rate of fire to be effective against Soviets when you realized that OSt has a extremely effective, cheap mortar that hard counters all Allied weapons. Even bloody other mortars and even 380 MP Howitzers of USF! Even the bloody 120mm which costs more is worst in terms of damage caused. At least it does have a large radius and range. But anyway on back topic. Conscripts don't have a single model with all the DPS on it (*cough* LMG Grenadiers *cough*) that each model plucked off hurts Conscripts damage. Just like Shocks troops who get a sixth of their power instantly plucked off. Only Soviet unit that won't be affected it Guards but just like Shocks their expensive to reinforce which limits their use on the field. OST sniper is good against weapon teams (especially poor USF again due to 4 man weapon teams that cost you a arm and a leg to reinforce.) but he is great against Soviets due to that fact only a few Soviet units have that who damage dealing model. (Penals with Flamethrower which are fragile as bollocks, Guards, and.... and...... 4 man Combat Engineers? Oh lets no forget those damage dealing Partisans!) So that Soviet Sniper is going to have a whole lot less impact on OST or OKW due to many squads having a single damage dealing weapon on one model. Another thing to note is Soviet Sniper will arrive on the field by the same time as OST sniper if both purchased at the same time UNTIL you realized OST has another squad already building due to 80 MP. That means more map control and early game advantage to OST. You can argue that Soviet Sniper does it to OST in early game but then you remember he has a rate of fire for 4 man squads which means he will be doing bleed but not enough to make OST fight a uphill battle all game because he is designed for 4 man squads. OST Sniper on the other hand was made for 6 man squads. Which results in him bleeding out these smaller squads out the arse. These 5 & 4 man BASELINE squads of USF and UKF which are expensive as hell to build and reinforce. This doesn't include USF and UKF FOUR man weapon teams that cost a arm and leg to reinforce too! (.50cal being 35 and you can most likely bet those UKF 4 man weapon crews will be expensive to reinforce too!) He is made for fighting against mainly CHEAP units right? But oh wait, we have one Allied Faction that is entirely made up of expensive troops that can't afford any bleed mid to late game *cough* USF *Cough* and going to have an even MORE expensive Allied faction coming. OST sniper is always effective against both Allied armies and will be EVEN more against the third coming around. One last thing is how crazy good he'll be early game. USF and UKF are in the same boat when it comes down to losing a squad member and reducing damage. Instantly taking out a fifth (Rifles) and fourth (Infantry Section) of combat power when fighting those tough, damage dealing German squads? Oh wait, Soviet sniper does that but he has a slower rate of fire compared to OST sniper that takes one, two, three in a short amount of time. Picking off high cost troops that are almost as expensive ( Rifle 28) and even more expensive (Infantry Section 35) than Grenadiers (30). Did I mention that OST can not give a bloody care in the world thanks to that 80 MP since they'll get that second squad same or somewhat barely less time than USF bring in a second Rifle squad? Or what will be the case in UKF as well? Imagine if UKF sniper had nearly the same rate of fire will you? You imagine the rage against him? But oh you can counter him with light vehicles and such and just learn to counter him. He has to fight a mainline 5 man squad so his rate of fire is okay and perfectly fine! (aka Volksgrenadiers squad) I really just want Relic to put UKF sniper near OST rate of fire level so all those players saying his rate of fire is fine or should be toned down slightly will really begin to see how good OST sniper is. I just don't see how people can say OST rate of fire is fine. Like Katitof said about US sniper being downright despicable against PE yet it WILL be worse now due to snares, 222 (that doesn't cost anymore munitions meaning another tellar to one shot that light vehicle), and OST being good in early game now due to all the changes they received. I understand people want to keep him useful and that is fine. But look at what happened with the Sturmtiger, no one built it besides a rare few. But it got buffed quite a bit and now YOU GET A STURMTIGER, YOU GET A STURMTIGER, EVERYONE GETS A STURMTIGER! Right now, OST Sniper he is just too damn powerful against USF and will pretty much make UKF irrevent in 1v1s when they come around. I rather have a unit that can be useful in some situations while mostly be somewhat effective than a unit that is extremely powerful choice is almost every game, especially against UKF & USF. In this rant of mine I hope it proved a point and I do want to state that I have no ill will toward those of different opinions. Where the bloody bollocks is Cruzz!? I really want to see his opinion on this. He In: COH2 Balance |
Thread: Switching USF CMD Abilities 21 Aug 2015, 02:00 AM
Must be a bug as was watching a replay with them receiving only two Thompsons with the rest being Grease Guns. I personally have never looked but I always heard grease guns when they had Thompsons which I thought was odd but I put it under sound bug till this replay. (The two far right in the back are carrying Thompsons. The other two, one in front on the right and the left crew member, are clearly carrying grease guns. Even had the same sound so I wouldn't rule it as a texture bug or something along those lines but can't say for sure myself.) In: COH2 Gameplay |
Thread: Count Topic21 Aug 2015, 00:44 AM
5377 In: Scrap Yard |
Thread: Switching USF CMD Abilities 21 Aug 2015, 00:11 AM
One suggestion I threw around a while ago was giving Thompsons to RE as it would make them a cheap flanking unit that could force off support weapon teams and even threaten weaken enemies. On a side note giving a Thompson rack would have little benefit due to the fact you can get BAR(s) that perform better at all ranges besides being somewhat less effective at close range. In: COH2 Gameplay |
Thread: Switching USF CMD Abilities 21 Aug 2015, 00:09 AM
Thompson Vehicle Crews aren't that bad in my experience. They perform admirably when not competing with Assault Engineers due to the main reason of critical repair which have saved a plenty of vehicles for myself. Not having to get out, critical repair, and hop back in shaves those seconds between a burning wreck or a battered tank limping back. They do quite well with supporting Vehicles by simply staying close by and warding off hand held anti-tank teams and paks. Only if they reduced the price and gave the entire crew Thompsons they would be a great unit. In: COH2 Gameplay |
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