The aura range of the command panzer 4 is mentioned. Would be useful to see the aura range of command panther and command vehicle too.
Knowing range would also be nice for:
- KV inspire ability
- Sturmoffizier aura buff
- USF Combined Arms
- Soviet FHQ inspire ability
- Panzergrenadier Combined Arms
Profile of JibberJabberJobber
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Steam: 76561198090318538
Nationality: Netherlands
Timezone: Europe/Amsterdam
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Post History of JibberJabberJobber
Thread: The COH2 Ability Guide Mark 2.013 Apr 2019, 11:27 AM
In: Guides |
Thread: The COH2 Ability Guide Mark 2.013 Apr 2019, 11:21 AM
i miss the wehr camouflage upgrade? It's in UKF's section, will probably be fixed soon. In: Guides |
Thread: Grenadier Vet 1 and Medkits13 Apr 2019, 10:38 AM
I read 5 muni less at vet 1 first. 5 muni for med kits is far too low. I think med kits are fine personally, I'd like a price reduction to 10 muni at vet 3 tho. In: COH2 Balance |
Thread: Feedback for New Commander mod 4.0 - OST core changes12 Apr 2019, 23:00 PM
pgren G43's costing 25 munitions to upgrade makes me nauseous. Please make it either 20 or 30 munitions so I can sleep at night. In: COH2 Balance |
Thread: Feedback for New Commander mod 4.0 - OST core changes12 Apr 2019, 20:58 PM
I can see what you mean. I would keep the rally point purely for Engineers and make it similar to the pathfinder beacon. A free structure where only Airborne Guards can reinforce and that can spot nearby enemy units. All gimmicks like forward retreat point and med crates removed. This would free up a slot for either mark target, fuel drop or recon plane, which seem like fitting options that can give the doctrine some more utility outside of better infantry. In: COH2 Balance |
Thread: Feedback for New Commander mod 4.0 - OST core changes12 Apr 2019, 20:04 PM
>>IL-2 Rocket Strafe I tested it. The first rocket of the soviet strafe hits the ground 1 full second before the first round of the AT CAS strafe (5 seconds vs 6 seconds, about 200 distance from the edge of the map). Both last about 3 seconds until the full payload is delivered. The rocket strafe seems to benefit more from being dropped at the absolute edge of the map, shaving off another second (4 seconds before impact), while the AT CAS strafe stays at around 6 seconds. The rocket strafe seems to have about the same time of impact as the CAS suppression strafe now. I personally consider that to be fair. In: COH2 Balance |
Thread: Did you notice this skill only top players have?12 Apr 2019, 19:48 PM
Meanwhile a lot of 25 rank+ players like stuve seem to struggle at both approaches, and stick to basic strats like sim city to cover their weakpoints. https://www.youtube.com/watch?v=JZUVD2RcRdE In: COH2 Gameplay |
Thread: Feedback for New Commander mod 4.0 - OST core changes12 Apr 2019, 18:56 PM
Why not give ostheer raid tactics as the recon ability? It's the USF Recon Support ability that gives extra sight to infantry and allows light vehicles to cap. It would have more use in a faction without tank crews and 55 sight infantry. The observation bunker in its current state seems a bit pricy for what it does imo. In: COH2 Balance |
Thread: OST Grens12 Apr 2019, 16:39 PM
How about we do the same comparison with Grens and Conscripts? Units that cost the same? Sure, do mind that I will include extra costs associated with Grenadiers, namely the medic bunker and T1 structure. I assume the 2 mp lower reinforcement of Tommies makes up for the extra upkeep of 1 more pop with bolster. I will give two very basic army compositions and compare their costs, detracting starting resources: Basic army composition without infantry upgrades: Ostheer: T1 + 4 Grens + T2 + 2 222's + Medic Bunker UKF: 3 Tommies + Platoon Command Post + 1 Sapper + AEC + 2 Medic upgrades This gives both factions 4 mainline squads, 1 engineer unit, sufficient healing and comparable light vehicle power. Here is a performance comparison at max range in green cover: https://imgur.com/a/mhvvpb8 1. Total cost without infantry upgrades on either side Ostheer: 1460 manpower 60 munitions 110 fuel UKF 1270 manpower 60 munitions 85 fuel See images #1 and #2. 2. Total cost with UKF bolster + reinforcements and OST lmg42 Ostheer: 1460 manpower 300 munitions 110 fuel UKF: 1532~ manpower 60 munitions 120 fuel See images #3 and #4. 3. Total cost with UKF bolster + reinforcements and 1 bren and OST lmg42 Ostheer: 1460 manpower 300 munitions 110 fuel UKF: 1682~ manpower 240 munitions 120 fuel See images #5 and #6. 4. Total cost with UKF bolster + reinforcements and 2 brens and OST lmg42 Ostheer: 1460 manpower 300 munitions 110 fuel UKF: 1682~ manpower 420 munitions 120 fuel See images #7 and #8. Mind that Grens without lmg get slightly better dps once they get closer and Tommies need yellow/green cover to prevent their -40% cooldown and -20% reload debuff. My point is: 1. YES, fully upgraded Tommies should outperform LMG Grens, they're more expensive for that reason, BUT it shouldn't be by as big a margin as shown on image #8. A single stronger LMG would already make them very strong (see image #9 and #10 as example), while atleast allowing lmg grens to do some damage against them. 2. In the super early game, grens are really lackluster against Tommies, while not being that much cheaper, considering T1 costs 80 manpower. See suggestion in my previous post. If you want grens to be scaling on pair with much more expensive infantries packed with resource heavy side grades, I hope you're ready to give up all of the potency of HMG42 to bash it down to maxim level. I'm asking for a slighty lower power gap between unvetted grens and unvetted tommies/rifles/penals, at the cost of a 10 manpower higher upfront cost. Their performance once vetted would be the same as now. See my previous post. They often get overrun while in a superior position early on, in my own experience.
- Brens get exponentially more dps than BAR's at range 24 and up, Tommy rifles have far higher long range dps than Garands. Long range dps is the most important stat for mainlines IMO, altho rifles can also hold their own in that regard. - The no-cover debuff is not that significant, considering it only affects cooldown and reload. Many top players tend to A-move their tommies once they get Brens. - Please compare images #4, #6 and #8 to see the usefulness of Brens: https://imgur.com/a/mhvvpb8
- Tommies don't need an 80mp tech structure, have the early initiative by being your first squad (be it for 90 less starting mp), can build sandbags and can get cost effective healing without a 150 mp bunker, that allows you to heal everywhere anytime. - Agreed that HMG42 is a better suppression tool than the Vickers, but with worse infantry in support. - UKF 6 pounder is a carbon copy of the PAK40 with 50% bonus accuracy against light vehicles, but without TWP. Can't call it worse. In: COH2 Balance |
Thread: OST Grens12 Apr 2019, 05:58 AM
How about moving 10% accuracy from vet 2 to vet 0 and increasing cost by 10mp for grens? The vet 2 bonus would become 30% extra accuracy instead of 40% extra accuracy. This way they wouldn't get dumpstered as hard by penals/rifles/tommies early on, at the cost of fielding slightly later. (Could do something similar for cons with their RA vet?) I'd also suggest changing bren cost to 60 munitions, limiting it to 1 per squad and buffing its performance accordingly (like 30%-40% more dps?). This would still allow them to outperform axis mainlines, but not by quite as big a margin. Currently it's something like this (overall performance): unvetted grens < unvetted tommies vetted grens > vetted tommies vetted grens << vetted + bolstered tommies vetted lmg grens ≈ vetted + bolstered tommies vetted lmg grens < vetted + bolstered tommies with 1 bren vetted lmg grens <<< vetted + bolstered tommies with 2 brens Unlike double brens, double BAR's cost more and don't have anywhere near as much long range dps, so grenadiers still have a range where they can trade effectively. In: COH2 Balance |
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