Play the game as Osteer and try use supply drop again before back to forum and whine about something that you not really know ,its change a lot since DBP hit live .
Luftwaffe Supply and Close Air Support supply drops are still the same.
Thread: Supply Zone Drop5 Jan 2018, 14:37 PM
Play the game as Osteer and try use supply drop again before back to forum and whine about something that you not really know ,its change a lot since DBP hit live . Luftwaffe Supply and Close Air Support supply drops are still the same. In: COH2 Balance |
Thread: Lets talk about Encirclement Doctrine5 Jan 2018, 14:24 PM
One can simply redesign "close the pocket" to something else than very hard to pull off but I do I win the game. My problem with this is when will a sector will be capped while units are still on it? Additionally, target sectors are still too map dependent seeing there are a lot of sectors on some maps that are long and skinny. Edit: Also This what I thought about before as a "I win button." (video is still uploading 20min eta) I would like to get away from I win buttons. In: COH2 Gameplay |
Thread: Lets talk about Encirclement Doctrine5 Jan 2018, 14:01 PM
What about PzB 39s Acc for Anti infantry ? They will be equal to Guards PTRS. In: COH2 Gameplay |
Thread: Lets talk about Encirclement Doctrine5 Jan 2018, 04:13 AM
As we all know Encirclement Doctrine is extremely map dependent and extremely heavy on munitions on a faction that is most starved on munitions. For my mod I am working on, I am reworking this doctrine. I have Stormtroopers adjusted to my liking so it is not overlapping with ambush camouflage. The problem is Close the Pocket and how the doctrine revolves around it. This means if I am going to improved Encirclement then I am an going to have to completely change or alter Close the Pocket. While I love the doctrine the most, it has to be changed. Encirclement doctrine was about pulling off an idea of "encircling." However it was about did your opponent build cashes? Or is your opponent watching? For a rework I would like to focus on doctrine of mobility to "encircle" the opponent. This is what I have so far. 0CP: Vehicle Breakthrough (50 Munitions) 0CP: Ambush Camouflage 2CP: Stormtroopers -280 mp -no longer automatically comes with camouflage -initial spawn allows 30 seconds of camouflage -can be upgraded with camouflage (research time reduced to 20 seconds from 30) -can be upgraded with PzB 39s for AT -(experimental) can be upgraded to a flamer. -throws a cooked stick grenade instead of a bundle grenade -Vet 1 allows for tactical assault. reduces to a walking pace but increases accuracy by 10% and burst duration by 50% Supply break is crutch for close the pocket and another reason why encirclement is so munitions based so if I am going to removed close the pocket then Supply Break can go as well. For the last two abilities, we will need to reference the other two doctrines with stormtroopers. Elite troops has the Tiger Ace so a heavy tank option is off the table. I have added stormtroopers to Storm Doctrine (it fits so well in) so lefh 18 is off the table as well. Additionally the anti infantry upgraded is different per doctrine. Elite troops has G43s and the Storm Doctrine I have MP41(r)'s. (PPSHs equal to Thompsons) Here are some of my ideas: 1. Incendiary weapons Mortars can fire incendiary barrages Storm troopers, Grenadiers, Panzergrenadiers, and Pioneers can throw 'OKW' incendiary grenades. 2. Command Panther it would slightly overlap with elite troops but a tiger and panther are very different. 3. 223 call in A radio variant of the the 221/222 4. Unique Aircraft Loiter The JU87 did have a Armament of 4 50 kg bombs so perhaps a loiter of dropping four precise bombs? If you all have any ideas, lets hear it. In: COH2 Gameplay |
Thread: Airborne is back4 Jan 2018, 14:52 PM
In: Replays |
Thread: [USF] Thompson paratroopers2 Jan 2018, 22:22 PM
Old recon paras did have a chance for Thompsons however, it was not the fact that their equipment was randomized it was the fact that the ability was so damn expensive. In: COH2 Gameplay |
Thread: Developing a Mod, need a direction.1 Jan 2018, 14:28 PM
please make the OKW op in your mod.. so the noobs stop crying about the "unfair" balance changes in the last patch, lel That is a Negative In: COH2 Balance |
Thread: Developing a Mod, need a direction.1 Jan 2018, 14:27 PM
This another approach to OKW aiming at retaining to original design of aggressive truck use that has been lost its strength with the change to FRP. Sorry, I have my idea already modded and ready. Once I release the mod, let give it a spin first. In: COH2 Balance |
Thread: Developing a Mod, need a direction.1 Jan 2018, 14:23 PM
My Idea for the M7 HMC is act like a "Sniper" like the ISU 152. A safer, longer ranged unit. A (105) that can set up like a KV-2 very interesting, I like it. In: COH2 Balance |
Thread: Developing a Mod, need a direction.1 Jan 2018, 14:19 PM
There's one thing I would like to suggest which is a general redesign of light indirect fire. It's cancer. Moreso in team games but random mortar shells wiping squads are just too much for a competitive environment and this shit happens on a regular basis. I agree that mortars do need to looked over. Auto attacks need to be looked the most. So here are my thoughts for each faction. Soviet Mortar is a bit more of a rare sight. Allowing it to be a bit more responsive is a good idea. Probably during a barrage action, I will probably increase the rate of fire in order it to allow to be more effective vs weapon teams and garrisons. Usually the Soviet Mortar when adjusted this should be standard when adjusting other mortars. Ostheer Mortar. The auto attacks are very strong as we all know. A decrease to their rate of fire for the autos is quite necessary. It is my plan on moving the vickers to make a T0 MG an Ostheer thing only. So there is less need for a early lethal mortar. OKW. With the Price reduction of the Lieg, I am not exactly sure the current state of the lieg. Though before it I do know that vs infantry it was not that strong. Maybe a further price reduction instead? I try to buff units since it maybe a power grab. With the additions of the Panzer Jaegers in the med truck, Manpower will be a bit thinner. USF. Do not worry about the USF mortar. I am removing it. The pack Howitzer is coming out earlier and I am adding a smoke barrage to it. Additionally, for garrison clearing tools, I am making the flamer non doctrinal (requires weapon racks) and making a rifle grenade package for Rear Echelon like Miragefla's (requires grenades). UKF. I am adding a mobile mortar. I am going to make adjustments to the advance emplacements to include my light mortar. For Infantry Sections, instead of the three "big" emplacements, that can build my light mortar pit, MG nests, and CoH1 Slit Trenches. In: COH2 Balance |
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