As much as model 24 grenade looks interesting can you convince me why would it be better/more desirable to use rather than a normal rifle nade?
Plus G43 don't fit to german infantry commander design. It's more elite and unique weapon for soldiers and it's already in too many doctrines
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Post History of Stark
Thread: WEHRMACHT COMMANDER REVAMP DISCUSSION23 Aug 2018, 11:12 AM
In: Lobby |
Thread: Elite Troops 201823 Aug 2018, 11:10 AM
I'm supporting the idea of removing Tiger Ace and replacing it with King Tiger. If you wanna make it special add maybe a buffed version of panzer commander upgrade (this commander lacks of barrage abillity - this would give one). Add a smoke nades to the stun nade ability for a stormtroopers and panzergranadiers. That would become more interesting and see how it goes from there In: COH2 Gameplay |
Thread: OKW COMMANDER REVAMP DISCUSSION21 Aug 2018, 12:02 PM
I suggest to add: 1. some ammo ability - strafe, barrage, smoke or samething like that. Commander is too MP intensive currently. 2. What about upgrade for 251 HT which would make it a ostheer mortar HT? Commander ability stays as it is but add a upgrade that HT can be changed in mortar ht (for X ammo) but looses their core abilities to reinforce and heal. Mobile indirect fire would make this unit better more desirable. Again it would be inspired by PanzerElite concept. But generally imo it's really good commander design. GJ In: Lobby |
Thread: (2) Semoskiy Winter10 Aug 2018, 06:54 AM
Your text.. I would go with other direction Rosbone. Not to reduce the distance for north player but expand the distance for a south player. Therefore top left corner won't be empty and useless. Remember that this map is 2v2 as well. There is way more units there so the bigger the map the smaller slaughter house it will be later game. That empty spaces near the bases (not connected to any terrytory point) could be reworked. that would allow using that sector for okw player to put their trucks, building bunkers or heavy artylery. |
Thread: 1vs1 Removing map from automatch10 Aug 2018, 06:45 AM
There was for few years since it was added to the map pool. It map is horrible and many good players were consta saying that. Few patches ago it was "fix" and "reworked" but effect wasn't good enough. This map needs even more changes. Relic says it won't get removed so we must deal with it. |
Thread: SOVIET COMMANDER REVAMP DISCUSSION8 Aug 2018, 16:46 PM
Those units are created from what it is in a game files. There is nothing new there just a rework of existing stuff In: Lobby |
Thread: Road to kharkov8 Aug 2018, 16:40 PM
1vs1:https://steamcommunity.com/sharedfiles/filedetails/?id=1470419560 Impressive good changes - well seen in this map. Maybe it will become playable map after all (which i didn't really believe). Really good job. Moving the key houses that they aren't so important makes this map more desirable for brits. Removing red cover on base area is lowering the chance of lucky shot, reducing size of bushes also gives more space and manoeuvrable. Few things though (becouse i can't text only sweet worlds ) 1. Right VP - you remove the house - good idea, it was needed. But the area looks really empty now, i can see something lacking there. I would suggest to fill that space with more yellow cover. 2. Bushes and trees on a both cut offs (north and south) - can you reduce the size of it? Trees are too high which reduce the sight of the map - i know it's 3d game i can rotate the screen but imo on every perspective it confuses the player and makes harder to manoeuvre units. 3. It the road doesn't give red cover should it look like a road. The game design cover is what you see. Therefore road logicly should always give red cover. Visual changes would be welcome BTW can you give us information what other 2v2 and 1v1 map are you currently working on? Can you say what map will be removed? So far good job @Sturmpanther |
Thread: SOVIET COMMANDER REVAMP DISCUSSION8 Aug 2018, 14:31 PM
I feel like people don't use the potensial of All-unit mode in all revamp threads. We could add some many fresh abilities and units that would make old commanders way more atractive. There is too many abilities overlap and changing them would unlock other non-changed commander to make them more desirable (example: why would you go shock troops/ISU commander if you have guard/ISU commander etc.) In: Lobby |
Thread: Buff Shocks8 Aug 2018, 06:39 AM
Currently the only close combat elite infantry often used in game are commandos - thanks to a cammo and powerfull granade they are relaly effective squad - they are way above other equivalents in other factions I think shocks have a similar problem like assault grens. Both are quite decent at vet0 vs other vet0/vet1 squads. Thing is that later game there is no place for them ig. Being sneaking late game is really hard becouse most of sight blockers are already destroyed. For example How can assualt grens match close range riflemen with double bar? They can't becouse how could them if riflemen spend 120 ammo for an upgrade. Basic infantry is good enough to deal with them. If you playing teamgames you rather go guards and fight on a distance and count on your ally - UKF player who gets commandos. IMO what those two close combat units (shocks and assault grens) should have ammo upgrade which would give them RA buff - but available later stage of a game (let's say after reaching t4). Therefore they should be more welcome later game and not overpower in early stage. Anyway something most be done becouse guard meta is too dominant right now and it's way to boring In: COH2 Balance |
Thread: Rzhev Winter 3v38 Aug 2018, 06:28 AM
You guys are trying to save these horrible maps instead pick new ones from the community or other unused Relic maps. +1 Map needs much much more reworking if it's gonna be playable. Why bother if there is a plenty new maps |
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