Anyhow, in my opinion the British still need fixing because the mortar pit seriously hurts their indirect fire capabilities since it's basically a cripple right now. Royal Artillery while buffed still remains mainly a team game only commander
At least it's finally worth getting in teamgame. There are some commanders that are only good in teamgames and only good in 1v1 mode: who ever saw Jagtiger commander, Elefant doctrine, or priests in 1v1? - maybe once uppon 1000 games.
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Moving the Sturmtiger to Overwatch would free up a slot in Elite Armor to add a Tiger I variant to OKW. Which would in turn make Elite Armor much more attractive as it would give OKW a mobile heavy option that isn't the park-on-VP-KT.
I pointed that out few times that Sturmtiger doesn't really fit the elite armor there. There isn't much "Elite" in that unit. Tiger I would fit it much more.
As Smartie already said - moving Sturmtiger to Overwatch would buff the doctrine and leave the free slot for some heavy stuff like Tiger I to Elite Armor.
Of course that Tiger would be balance diffrently that ostheer version to make it more atractive (my personal ideas: static ambush, smoke shell - like in Cromwell tank, target weakpoint at vet 4/5).
Honestly speaking moving LeFH to overwatch wasn't a big buff for the doctrine. LeFH is more temping in fortification and replaced strafe was already a really good ability (remember the 2v2 non meta turney and spam this) which was just sadly put in a commander that is ammunition heavy. Vet5 LeFH ability isn't a good change becouse it won't be simply used. If you really want to leave LeFH at least give it a flare at vet 5. |
from 2v2 perspective don't see the problem with this commander what so ever. I don't see people struggle vs it. It's like any other commander with heavy arty. Just teammate gets vision and you get call-in barrage/strafe. All faction has doctrinal counters to it: yes - abilities are expensive, yes - you have to be lock down to certain commander but that pay off in resources your enemy lost in building LefH/ML20/B4.
i don't play 4v4 but in theory it should be even easier to cordinate commander pick ups to counter that strat. |
| Been playing around with the 223...
If we're keeping the med crate ability, can we have it changed to drop a single crate for 15 ammo? That way it isn't a liability to use it on the front lines and wouldn't overlap quite so much with Sturm Pios.
make sense. Stormpio med pack would be a replacement for a base healing and 1 crate from 223 would be a frontline healing.
great idea.
Btw, something must be done with locking down sectors with 223. On certain maps it's gonna be abused as hell. Deployed 223 can't block from capping territory if so then only on capping circle. |
The only possible reason for making expansion for coh2 after 5 years would be to promote the next game and coh3 is way too early in development for that. So it's either AoE or coh3 or even some completely different game.
exactly.
Relic isn't a big studio. They won't make CoH3 until they finish AoE4
Btw is there any serious information about AoE4? They announced it like half year ago and they would just know get a game director? Doesn't seem right |
That said utility NEEDS to translate into killing power or else this doctrine won’t see a lot of play. What’s the point of having mainline Infantry that can’t kill anything and instead gets killed by everything else short of engineer units. Why not just go ostruppen for 6 men AND an lmg down the line. Mp40 Volks will beat stg volks at short range. There is a range where they excel over their counterpart. 5 man gren squads currently do not beat lmg greens at any range. You’re sacrificing wiping power and manpower bleed on the opponent for what?
+1
PS. sorry for double post |
This commander is decent actualy because these units are situational only noob use all of them in same time.
exactly. Commander gives possibilities but it's sure you won't use them all. Plus all of those units are mediacore anyway.
Gren squad leader might become complete no brainer now, making them budget tommies, but without any weakness of tommies and with all the benefits(outside of equipping weapons for obvious reason).
Why is it diffrent that upgrade with lmg42 which also gives mostly a stat offensive buffs? They won't be equipt with extra weapon, their reinforcing cost is 30mp (which is the highest of all infantry) and old version of the upgrade - g43 squad lider was based on a huge RNG. The model could die in any stupid scenario and his weapon won't transfer to a diffrent model - highly unfair.
Plus this upgrade costs 60 ammo per squad. If you want to upgrade all typies of your infantry you need unimaginable ammount of ammo therefore you won't use it on "attack and Hold" ability or fragmentation bombing strafe.
Now, soviet FHQ - its getting weird, now you also need to micro structures...
So you claim that Gren squad leader is no brainer ability and timeless FHQ aura buff on the other hand wasn't... good way of thinking
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The way healing is implemented in live game, and as demonstrated in many games (e.g. GCS), that's factually wrong. To keep it simple and short: Healing encourages players having a central point to return to after engagements and benefits being immobile for a while. Although it supports the movement of troops to stop enemies besieging the healing point, it drives players to quickly adapt their tactics to bypass enemies learning about its position whilst being at their weakest standpoint. But healing promotes a defensive turtling playstyle, as players are enticed to stay close to a safe sector for quick healing purposes. If players use healing to promote blobbing, the game punishes them. Thus, contrary to auras, healing does equal blobbing. The Commissar should follow a similar healing design methodology to achieve similar play-style.
Therefore it should have a proper price similar to their equivalents |
german infantry doc seems in a weird spot right now, imo it doesnt actually offer anything that would make you want to choose infantry over any other meta commander at the moment.
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5 man squads - this upgrade imo is actually a huge trap. the dps you lose out on from not going the lmg42 is huge, and lmg42 grens will actually beat 5 men grens at pretty much every range. the only real use for this is actually 5 men pios with flamers. you get a fairly beefy squad and at vet 2 having 5 men with fast repairs is actually pretty good.
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if completely switching out abilities is out of the question, some pretty significant changes need to happen to the current ones to make it viable.
5man - maybe have the upgrade give passive healing, increased veterancy gain, decreases reinforce cost, just straight up improves accuracy, caps faster, or gives them sort of ability. there just really isnt a reason to go 5 men grens over lmg grens at the moment, and more often than not is a bad choice becausue youre gonna be reinforcing more. the name of the doctrine is german infantry, and if the premiere ability sucks it would be a shame.
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tactical movement - would be nice to change this ability out for something more powerful in the lategame? not sure what though. lefh maybe, or maybe that incindieary mortar barrage the urban warfare wehr commander used to have, even the pin loiter would be good.
In my opinion first thing what should be done is to make g43 transferable and test from there is anything extra is needed. Currently the RNG can f*ck you really hard and can decide about entire engagement - simple mortar shell, sniper shot or a volley of enemy infantry and most important model you have is dead with best weapon. Kinda lame.
Also as a disadvantage of this upgrade is that you gets extra bleed of MP (good side is you get extra survability) and it's not better than lmg42 upgrade and as a doctrinal upgrade it should be.
About the tactical movement - if you wanna replacement, it should referring more to infantry theme which is not available in 5 other commanders. IMO abilities like: "For the fatherland" ability from overwatch could fit.
PS: sorry for 2 posts in a row |
The healing on the commissar is so good. I don't understand why anyone would rather use an FRP. For 10 manpower more than the mandatory base medics, you get superior healing, fear propaganda, high explosive grenades, and a decent combat unit.
and imagine also had FRP.
Commissar is the unit with the biggest number of abilities in entire game i think and as much as this unit isn't good in combat, doesn't have crazy RA so shouldn't have a huge impact on a gameplay. But what is really annoying is (and unfair) that a Soviet faction had always special balance treatment. Why medics, and combat ability buffs doesn't have ammo cost? Even stupid 10 ammo would be fine per use? Every other faction, every other officer has abilities that costs something - even symbolic price.
And on top of most all of this (expect removed recently FRP) is avaiable from the vet 0. Nothing spread around vet.
My personal feedback is to give commissar abilities (including healing) a small price and spread out vet. |