Free FG42s, sick nades, teleportation, xenomorph skins, high dps even at mid.
aaand 440 (390) mp cost 3 cp elite unit loses to 210 mp repair unit |
http://www.coh2.org/replay/40158/falls-current-performance/page/1#post_id393653
10:05 and 17:00 min mark, bottom vp,
falls lose to REs and commandos quite badly.
looks like they are not worth it like the rest of the doctrine |
10:05 and 17:00 min mark, bottom vp |
some 222and brummbar changes would be welcome as well |
Dont forget to limit the kt to one at the time |
Other things-
Valiant Assault: due to the way it's set up, it acts as a 100munition sprint with very little (no) combat buffs.
Assault Artillery: 200munitions, never hits anything.
Sturmpioneer Stun Grenade: Arrives at a vet level rarely seen in a 2v2 or below- reduce to vet 2 or 3?
VA costs the same as for mother russia and the assault ability form the brits and yet it lasts 30 sec while others last a full min. |
Imo they are really bad, for a resource starved army you would expect to get a little more for your money but you simply don't.
1) The zeroing arty from the fortification doctrine: costs 300 munis, first you have to wait for like 10-15 sec for the first shell to fall, then you have to wait to shells drop to ramp up to max witch will take e another 20 sec so the full effect of the arty will last for 10 sec. And of course you have to have constant los of the targets in the small drop radius for the shells to drop. All in all, very expensive, easy to avoid, small radius,
2) coordinated barrage from the elite doc: cost 120 muni it will drop 4-5 shells after 15 sec!! so the target has all the time to move out of the spot since the shell will fall all in the same spot, the arty can only be dropped in the los of your tank with the upgrade (witch increases your los by what? 2?)
3) 105 arty from the scavenge doc : 180 muni and the shell dropped depend on your muni float, if you throw it with 180 muni in the bank it scatters the couple of shells around with out doing any real damage, then you have no idea when will it reach full potential with max shells dropped but i think its around 600-700 muni in the bank witch can only happen in very long 4v4s, when you drop it then its a proper beast of an arty
4) Airborne assault- 250 munis for 3 strafes the will only target the caping circle and not the units around it, then it will drop in some falls.
its nice to use munis to get a fall squad but the strafes are useless
5) assalut arty: 200 munis to destroy a fuel cashe, it scatters a lot and won't do much even on direct hits, good for forcing enemies away form the small drop area but thats it
My idea to make them better:
1) make it cheaper (200) for what it does and make the shells ramp up faster
2) the changes should be reverted since it can no longer be used in hq territory witch was the the reason its was double nerfed (add a tool tip when it will reach max shells dropped (lets say around 400)
3) make it drop faster with a shell or two more and increase the los buff of the panzer commander
4) let there be a loiter plane (same as the one from the assault doc from ostherr) that will target inf in the bigger radius around the caping point
5)hard to tell how to buff this one, may be more shell dropped or a big cost decrease |
i would love to see the jackson getting an hp buff so it can take more than 3 hits (with a little price change) |
its better to give the stug 60 rage with some hp/armour/price adjustments then having a tiger with 45/56 range.
if you want to buff the tiger give it the same armour as the is2 since they cost the same (while is2 being better the the tiger)
as for the kt i would leave the range of 45 since it does not gain any range buff with vet; but i would rather have its old armour back (btw limit the kt to one at the time) |
how does the molotov compare to the new volks nade? |