Before CP lowering commander even after revamp was uncommon so the change is highly welcome.
As DerbyHat said - Airdropped Combat Group sounds really cheap, maybe too cheap but it's hard to predict with current CP bug. Ammo cost is good though. The whole commander has a lot of micro ammo expensive abilities and upgrades that you can invest. Therefore it blocks you from spamming for example pathfinders call-in arty and in same time has double paratroopers with LMG.
I wouldn't complain about Greyhound. It comes around 7-10 min of a game and it's barely win vs 222 and cost way more (with 50cal upgrade - another ammo investment). People has a problem vs this strat becouse it good synergy with Airdropped Combat Group so greyhound is covered by AT gun without earlier T2 tech. Doesn't sound overpowered to me.
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Post History of Stark
Thread: Recon Support this patch13 Feb 2019, 10:19 AM
In: COH2 Balance |
Thread: Balance and Bugfix Patch – Feb 7th 2109 - discuss13 Feb 2019, 10:09 AM
So that should at least stun enemy infantry and therefore block them form using the snare. Currently i don;t see any point of using it. Sturmtiger bases on long range shots far from line of sight and this ability is short range, small grenade that do shitty damage that has 0 impact on a battle. I would trade for something else - for example flare (like soviet sniper) but i guess again for some that would be opieOP. In: Lobby |
Thread: Pak 43 crew bug12 Feb 2019, 13:10 PM
Ladies and gentlemen first man who used on recrewed pak43 scuttle ability after 12 december 2018. In: COH2 Bugs |
Thread: Balance and Bugfix Patch – Feb 7th 2109 - discuss8 Feb 2019, 10:43 AM
Yes, the actual range of the ability and the one shown on minimap is almost twice as big. That should be look into in next future changes. In: Lobby |
Thread: New Commander Submission - Discuss7 Feb 2019, 10:52 AM
Can I just ask something about A soldiers idea on brits quickly? because I love this idea and it sounds like most of the other brit players do to, but I want to ask about the assault infantry sections Perfect example would be a OKW volks squad. It can be upgraded with 2 stgs but that doesn't make them a terminator squad. Cavalery riflemen are so good in close combat becouse they have 5 thompsons therefore the number of weapons has the biggest inpact. Personally i would prefer new main line infantry squad for Brits as a substitution for IS. The infantry squad that would be more similar to volks or even riflemen. UKF is the faction with least amount of call-in infantry units so that would be something new whatever if they gonna be called canadian, scotish, polish or royal guard infantry group. In: Lobby |
Thread: Tiger PzKpfw VI4 Feb 2019, 11:35 AM
i personally think tiger is completely fine as where it is. Only issue it faces at least in teamgames is tank destroyer spam, but that is one of only few things allies have left in 4v4. In 1v1 it atleast its good. Exactly! Teamgames are diffrent and they are often base on massive AT weapons from both sides. On 2s when Tiger hits the field there is at least 2-3 AT guns and 2 AT destroyers by opposite side. Not much you can do with it until it hits vet2(extra range) and finally can hit back their dedicated counters. It's old glory when it could be a game changing unit it passed long time ago but it doesn't mean it's useless. It's just more situational unit similar to KT. From 2v2 perspective i would say with currect Tiger performance i should be simply cheaper. In: COH2 Balance |
Thread: New Commander Submission - Discuss2 Feb 2019, 12:07 PM
Yes that would take too much time to make entire balance approach from bottom to top after all that would be 10 commanders - two each faction and don't worry i don't suggest that at all. Although imagine really good commander that has 4 great slots and 1 horrible that would strike him down by just being too much overpowered. That ability (or unit) should be of course replaced to make commander design more balance before even balanceteam will start working on it. But replacement cannot be addded AFTER the vote. People vote for this composition of abilities/units in certain commander and that wouldn't be fair to revert everything upside down. Plus, if the presented commanders are put into the vote before ajustments then (even if they include really good stuff) they won't be taken into consideration becouse they will be UP/OP. Therefore i simply suggest and advice balance team to contact with the Creators of top list commander proposal and allow them to make some tweaks and corrections before voting. In: Lobby |
Thread: Playing against the Sturmtiger1 Feb 2019, 09:24 AM
Does anyone have any advice on playing against the Sturmtiger ? I lost a game in which I played US Airborne. Wherever the Sturmtiger showed up, I had to retreat or I 100% would lose whatever unit it was pointed at. Speaking seriously, little things that gonna help you fight vs ST: 1. If you played Airborn your vetted pathfinder gives way way bigger sight or range of Sturmtiger therefore it's easy to dodge. 2. Increase your volume as well. This unit is horribly loud and can be heard from a miles. 3. While you trying to dodge the shot of sturtiger spread your units on left and right side of Sturmtiger to make him rotate. It's hard to predict when that beast hit your infantry if you move your squad closer/further to him. In: COH2 Gameplay |
Thread: New Commander Submission - Discuss1 Feb 2019, 09:13 AM
Term "new ability" can be used not only to new content but also old units/abilities that were completele revamp. Commander doesn't have to have any new stuff to be desirable. Main key is to make good composition of slots that will fill the certain gaps that faction lacks. So overhaul abilities like Hold the Line or TigerAce (for example modify to be Tiger Command Tank) even though they are in game, they will be something new. Even only slightly improvements to certain units for example panzerfuzzilier or assualt grens (but with diffrent effect than JeagerLightInfantry) will be like renewal and restore old stuff and will give players feeling of fresh a breath of wind into the gameplay. But to all players who came up with commanders proposal made only with already existing abilities, plz remember that doesn't mean that doctrine will be easy to create. Abilities meansioned about like HullDown, TigerAce, British Hold the Line etc. They need complete changes and have to be make from scrach. It's often easier make something new that fix it. Generally speaking it doesn't matter how many "new" or "old" abilities new commander will include. Most important is how they gonna be implemented and balance. Let's be honest, all commander proposal aren't perfect and they will have to be slightly revise. I hope balance team will contact with those people and suggest them highly welcome improvement of them before the final vote. In: Lobby |
Thread: OKW overhaul discussion29 Jan 2019, 07:02 AM
I don't agree with flare changes thb. It's true that people complain that ability is highly invisible, can be used anywhere in the map and can't be counter (all recon planes can be shot down). But remember that It's only dangerous in teamgames becouse it can be stock with abilities like stuka dive bomb, stuka loiters, off map artillery abilities. It's also worth pointing out that it needs a good synergy with your teammate to do so. Another thing is that Flare ability compare to the recon planes it reveals only 1 area across the map. That mechanic already exists in game and it used by panzerfuzz, soviet sniper and mortar team (only range of the ability is smaller). Also with stuka reconnaissance passage it's the only form of detection so changing it too radical (or removing) will have negative inpact in OKW recon system and ability to fight artillery positions like ml20 in teamgames. To not go too radical with changes i would suggest to start with simple noice signal. It's artillery flare so it should be a sound of artillery fire 3 sec becouse ability is being used. It will allow players to react on time and it will promote players who not only base on tactical map and visual aspects. Plus it shouldn't be so hard to implement. In: COH2 Balance |
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