So IMO it just needs to be more durable, maybe vulnerable to flamers but not small arms. Also it could use a good penetration (I honestly don't know its current pen!!!), just to keep light vehicles (not mediums) at bay, and not counter them completely. Or maybe a Munition switch (HE for AoE damage and Suppression, AP for armor and Aircrafts).
Absolutely, all of the above would be a huge improvement, and make it worth building. |
I haven't been around for a long time, does it still have 2 men crew and gets rekt after losing one?
Yup, you can very easily de-crew it, but because it's so useless there is no point in taking it. The number of times they have been built this year could probably be counted on one hand.
Fall doc is getting reworked, so it should be getting some love with it
Good point, fingers crossed they find a way to make it a huge benefit, and thus worth building every time someone picks a commander that has access to it. |
Yes, there can sometimes be very rare occasions when it can save the day.
I really liked the idea of giving the KV1 hull down as a vet 1 ability. Sure it's not an original ability, but it makes the KV1 much more interesting and useful.
Even now I'm amazed that after all those years, the maxim FINALLY have a vet 1 ability that is actually worth using. |
It would be worth considering temporary bans for repeat offenders, who are virtually trolls.
It is painfully tiresome to see Axis and Ally fanboys refusing to settle for anything less than their factions being as OP as possible.
There is almost no objectivity, or even compromise, in the majority of posts.
I'm really excited by the chance to get so many commanders improved, but I'm very aware that once the changes are announced it will unleash a huge wave of whining on the forums - from both sides - for the nerfing of the opposite factions' commanders.
On the plus side I can't see the commanders getting any worse than they currently are. |
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Just do not make it another bofors 2.0 ![:D :D](/images/Smileys/biggrin.gif)
Very true! Ideally it needs to be somewhere in the middle, not useless and not a one structure fortress. |
At the very least they should give it a decent vet 1 ability. Maybe a high penetration shot for x amount of ammo. |
This thing has needed a buff for a very, very, long time. As you're tweaking commanders now might be a good time to finally improve it to the point of it being worth building.
How about an increase in rate of fire and suppression, as well as armour and a slight increase in HP.
Ideally it should be like the 'flakvierling 38 20mm AA' from COH1; incredibly fast rate of fire and ability to suppress, but fairly easily decrewed.
In a perfect world Relic would have enough time and resources to replace it with an actual flakvierling 38 20mm AA. #DareToDream
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Some of these commanders would be better off scrapped entirely and started again from scratch. Recon Support Company and Mechanized Company are currently totally undesirable, because at best only RSC provides benefits for the start of a game (and even then mainly just against OKW). Once you get into the late game they offer almost nothing of worth.
Rather than try and improve incredibly weak commanders, it might be better to just start from scratch and try to make two really decent all round useful commanders. Which usually means a decent call-in strike, a good late game armour unit, and something that helps infantry.
I certainly think the greyhound is worth trying to improve, to the point that it's well worth using. But if it's the best thing the commander has they still won't get picked.
It's fair to say the US could use at least one more commander that has the Pershing. Considering they only have one heavy tank. It would be nice if they had two commanders that have access to it. |
The change to demo charges seems to have gone too far the other way. Their main role is wiping blobs (see 75% of all COH2 youtube videos), now that's going to be impossible, unless the person happens to look away from the screen (blobbers only have to focus on their blob).
Maybe lower the time to 1.5 seconds. Or experiment with having them lower the health as much as possible but not kill models. So instead of instantly wiping several squads, it drops their health to almost nothing.
As it is now I can't see it being very useful, and potentially means the Allies are vulnerable to Axis blobs all over again.
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