how will this new volks nade compare to the molotov? since te volks nade is 30 muni and the molotov is 15 muni |
nade bugs should be fixed and their responsiveness improved
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okw changes
strums
reduce the bulid time for reinforced wire
reduce the needed vet to reach vet 3 or move the concussion to vet2
raketen
add a fifth crew member or do some thing about the units spacing cuz right now it gets wiped with one shot most of the time cuz the gun is so small that the crew is very close together
leig
it vet levels must be reworked as well as experience needed to vet up, and its vet ability changed to something more useful
jagd panzer
fix the bug where its barrel does not move
IR ht
add 10 fuel cost
flack ht
reduce cost in fuel or remove set up time (still can't shoot on the move)
obers
reduce cost I'm mp and reinforce cost or make them spawn with lmgs again
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its vet lvls should be looked at
cuz as it stands now you get a scatter reduction at vet 5 and we all know how hard it can be to get there
other vet lvls bounuses dont fit the roll of the unit that much |
I feel in general, cover or not they dont do much.
The only time it destroys infantry i feel is when they are in red cover but obv everything dies like that.
http://www.coh2.org/topic/36347/cruzz-s-the-more-you-know as it stands here nades do 50% less damage to units in cover in some situations |
were the units in cover or open ground?
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question
the ammo income rate was nerfed cuz of the shrek blobs combined with obers, cuz of the scavenger doc arty that was able to wipe the american base if you accumulate around 700 muni right?
now since the mgs are buffed, shreks were nerfed, that off map arty was nerfed, obers are overpriced and need to pay for they lmg, do you think its ok for okw to get its 100% muni income back?
i know that most pepole are going to say: "but its a resource starved faction; is should be like that"
i don't see much benefit of giving up fuel and ammo income: yes you can reach vet5 with all of your units in theory but in practice i can only see volks reach vet 5 due to the shrek upgrade, others take forever to vet up. you pay for all your ammo abilities more even tho they perform the same if not worse then the allied counterpart (valiant assalut vs FMR as an example), okw off maps are shit, like proper shit and some of the most expensive ones (zeroing arty)
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whats the range of the stug now? |
they require to much xp to vet up to vet3, but i like their reinforcement speed and cost... supported wit a ht they are a better choice than p grens (when you take away the muni cost for the upgrade)
a muni cost reduction to 80 for the upgrade would help
the issue is they come in a very situational doctrine.
if (when) we get custom commanders i think we will se them more. |
Its double the bonus, not double the total effectiveness of their movement speed's summed up. You also thought of the sole advantage of Oorah! over Sprint that I personally couldn't come up with - getting to a far spot faster. That being said, I remain certain I would take Sprint over Oorah! in a combat situation any day as it is far more valuable to get to a distance that the unit needs to be ASAP when being shot at.
very well explained. tnx |