Every faction can upgrade sweepers and actually use them from time to time. Again it's not like you don't expect that teller mine. If you see Panzerfuzz with shrek upgrade you can assume that there is a mine so you don't do wreckless dive with your T70 or you will get punished. It's like fighting vs M20. You see this unit so you can be prepared for a mine. I don't see people complaining about that. So what's the problem?
Plus as Smartie said - commander itself has quite a lot of ammunition upgrades and utilities. If OKW player spam mines then he cannot afford G43 upgrades, STG upgrade, recon or barrages from a tank commander.
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Post History of Stark
Thread: OKW - Grand Offensive - Feedback29 Apr 2019, 08:20 AM
In: Lobby |
Thread: Thoughts on Panzergrenadiers29 Apr 2019, 08:12 AM
So let's get back on topic, why do people think of the changes that happened in the mod? Generally good changes. I like them a lot. Honestly I don't think moving unit into T0 will cause big problems. Skipping T1 and goving for pgrens can be punished by early light vehicule rush. Plus quite high costs of BF1 upgrade, still 28s build time will make them come quite late (way later than penals). Also worth pointing out that going for early Pgren rush will also include build of 2 or 3 MG42. I think this strategy can be problematic for Brits but thanks to their new commander and mortar 0CP they can deal with it. I'm also kinda afraid spam of pgrens with 2x shrek covered by MG wall in mid game which will be able to stop any tank and infantry push. I guess we will find out more when patch will be release and then some quick ajustments could be needed. Maybe spliting shrek upgrade into 2 fazes: 1 shrek upgrade straight away and second after BF2 or BF3. Btw does G43 upgrade really need to require ammunition? From what i tested and saw - diffrence in performance is really small. In: COH2 Balance |
Thread: Wehrmacht - Strategic Reserves - Feedback27 Apr 2019, 20:19 PM
We will be looking into possibly transferring the Observation Bunker's traits and abilities into a vehicle, based on all you guys' feedback. Sound really interesting. How do you see this unit work? It's gonna more like ostheer uhu version or will it have any combat usage? In: Lobby |
Thread: OKW - Grand Offensive - Feedback26 Apr 2019, 12:15 PM
Great to hear In: Lobby |
Thread: Wehrmacht - Strategic Reserves - Feedback26 Apr 2019, 09:56 AM
Completely agree. Bunker doesn't fit here. It's decent idea and it could work but any other commander. OKW P4 will still be used. Combo ostwind-stug will be strong but don't think it will kill this unit. Honestly I see P4J with T4 combo mixed with panzerwerfers. Thanks to the fact that unit is put in HQ it gives quite a lot strats to be used. In: Lobby |
Thread: OKW - Grand Offensive - Feedback26 Apr 2019, 09:45 AM
But by what right should the OKW Tiger be straight up better than the Ostheer one? It shouldn't be better and it isn't right now. I;m not asking for better vet bonuses for OKW Tiger. The command ability - in form you are proposing - has his pros and cons therefore will be used only for mass group of units. This plus high vet requirement will make this ability rare to see. But even with it OKW Tiger isn't a unit more tempting to use than ostheer version. +20% reload time isn't a whole lot when vet 3 already gave -30% reload time and -20% accuracy is negated by vet 2's +20% accuracy and can even be compensated more by the Panzer Commander's +10% accuracy bonus if you're planning on using the ability a lot. If you are adding the ability try to make it as best as you can in form of balance, performance etc. You can't just add the ability that no1 will use (becouse it's too expensive, weak, unatractive) just to shut the mouth of people who wanted the CommandTiger and call it a day. I do always agree that OKW vet4-5 should give a certain abilities to units that are effective but more situational and therefore it makes units more unique. But this... this is like vet5 LeFH that literally no1 ever used. In that case you guys just waste your time in creating that ability. If you don't see Tiger as a command unit then change the direction. Remove the abilities and give them something extra, for example stationary ambush ability and single suppression shot (abilities that cost ammo and can be used on the field). To be specific, I'm not saying the aura itself is weak but it shouldn't nerf the Tiger and also had ammunition cost in the same time. From a vet3 beast you make Tiger vet0 unit in exchange of better performance of nearbly troops. Tiger vet bonuses are one of the best in game and i;m giving up them in exchange of better army - sound fine and fair. But in that case it shouldn't have any ammunition cost. I also agree that if Tiger is currently tied to tech it's worth give community posibility to test reduce price of a tank and see how it goes. In: Lobby |
Thread: OKW - Grand Offensive - Feedback25 Apr 2019, 07:53 AM
OKW Do you consider making those command abilities mixed between combat vet bonuses (for example: infantry aura as vet2 and tank aura in vet4)? That would allow player to use it earlier when Tiger isn't os effective on the battlefield. Currently even with highly reduce vet requirement it is still really late ability. Again, I don't see the point of masivly reducing performance of the best unit i have (vet5 Tiger will be basicly stand alone, 1 unit army) to buff slighly nearbly troops. Another idea would be a Commissar style abilities that buff and in same time nerf the pointed squad/vehicule and has no inpact on Tiger performance. Proposed changes are better than in 4.0 version but still not worth using, unless you blob your entire vet4-5 army in 1 massive push. It's really important to not make this ability a meme like it was done with OKW LeFH vet5. In: Lobby |
Thread: Soviet General Faction Changes - New cmdr mod 5.024 Apr 2019, 08:59 AM
Hit the dirt is also an ability that makes conscripts stationary. Something guards do infinitely better with no side tech costs. On the other hand if you want more mobile, effective in move infantry you can go penals. I would try to avoid any sort of overlap with concripts. If we gonna make coscripts too good in move, very mobile offensive infantry then penals will loose their meaning. Soviet faction doesn't have mainline defensive infantry, conscripts could fill that gap. CoverBonus could help making that real. Cons already have durability..... So how would you change conscripts to make them worth using and still keep them unique? In: COH2 Balance |
Thread: Soviet General Faction Changes - New cmdr mod 5.024 Apr 2019, 08:48 AM
It gives them green cover bonus which reduce chance of instantly loose model and give time to make some damage. I wouldn't say it's a bad idea but don't think it would solve the entire conscript problem. Again with that ability added - sandbag cover utility would be pointless. In: COH2 Balance |
Thread: Soviet General Faction Changes - New cmdr mod 5.024 Apr 2019, 08:43 AM
Yes, that's true. I would say that cover bonus make a lot of sense. It worked on ostroopen before they got lmg42 upgrade so why it would not fit conscripts? Their Mosin rifles aren't design to fight in move. Conscripts utilities are also in favour of more defensive fights behind cover. Ohraa can be used to get faster behind the green cover and If enemy is trying to close the distance you can burn him with molotov. Cons are very fragile unit so they aren't design to fight close combat (unless they are equipt with ppsh). Plus it would also reduce the concripts blob power which we can see after the update. From what i notice the 7 men squad could work but i would give them that CoverBonus and see how it perform then. Another idea is to add the new extra unit diffrent, tranferable weapon (ppsh or svt) like it was done in german infantry In: COH2 Balance |
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