RE's upgraded with flamers cannot use smoke btw.
Oh okay, cheers. Thought they could since I havent used rifle company in so long.
Posts: 571
Thread: Garrison Heavy Maps6 Jan 2019, 23:26 PM
Oh okay, cheers. Thought they could since I havent used rifle company in so long. In: COH2 Gameplay |
Thread: OKW overhaul discussion6 Jan 2019, 23:22 PM
It is a worthless upgrade. A single shock troop squad can stomp 2 MP40 volks squad (unsicentific test using cheat mod) and walk out with 1 model left. Rangers and double bar rifles I imagine can do the same. All it does is convert volks into a worthless squad at all ranges. In: COH2 Balance |
Thread: OKW overhaul discussion6 Jan 2019, 12:50 PM
The St44 can be removed or replaced by the Mp40 in the same patch they nerf the Penal and removed hit the ground from ppsh conscripts. MP-40 already comes with firestorm doc though. In: COH2 Balance |
Thread: OKW overhaul discussion6 Jan 2019, 11:31 AM
OKW has 7 different types of infantry filling literally all the possible roles multiple times. I think that is a bad idea, and one of the biggest proposed nerf to OKW I have ever seen without seeing anything that can compensate for it. - Discourages mindless volkspam and volksblobs It is a main line infantry. It will be used more so that others for obvious reasons. If volks spam is an issue then double BAR rifles or double bren Inf Section is also an issue. Don't see you mentioning that though. See below for why "volks spam" is a thing as well. - Encourage use of multiple other infantry types Then make the other infantry types more accessible/ useful. FSJ at 3 CP, Obers arriving when tanks arrive does not make "using other types of infantry" easy. 2 CP Panzerfusiliers are nice, but locked to literally ONE doctrine. Same same with FSJs in ONE doctrine. What if I dont want to use a Jagdtiger? Then I am stuck with Volksgren carrying my sorry ass all the way til at least CP3, or if I had a doctrine with no call-ins, until Obers. The only two thing that arrives at 1 CP is JLIs which are overpowered as hell (with nerf coming in), and sturm officer which is limited to one, and does not even vet. - Leave them with enough muni to use off map This is one of the most retarded "filler" reason I have ever seen. I can also leave Allies with enough muni to use off maps by removing BAR/ Zooks/ Bren/ PIAT pick ups. You either dump your muni into weapons (Stgs, LMGs, BARs, zooks, Piats, pintle MGs), use abilities (Fausts, nades), use off maps or lay mines. Sector arty, Sector assault, Zeroing arty, Rocket Barrage, airborne assault are all 200 muni off maps with very specific application/ uses. The next cheaper one is Salvage operation's 105mm barrage at 180 muni. Valiant assault is the cheapest, and probably the most criminally underused ability. Not sure if it counts under your definition of off map. In comparison the Ost Light artillery barrage, or sov Incendiary barrage is cheaper, and usable in many more situations, thus it is obvious why you won't see as much OKW off maps. If I see a pak that can threaten my tanks as Ost or Sov, I drop incend or light artillery barrage on it to kill it/ make it move. As OKW though, I am not calling in sector arty to make a single pak go away. Finally, OKW's commanders seem to like the "One commander, one off map" set up. If the commander is shit, then that off map will never be seen because no one would use it. - Allows cons to compete Probably the only argument I kinda agree with, but then again, PPSH cons that can repair your T-34-85/ KV-1 is also a thing. There are also enough doctrines with PPSH cons package going around that makes it a non-issue if you want to go all-in on Conscripts. Some of which comes with T-34-85s (Advanced War), or KV-1s (cons support, and a bunch of others). They also have penals easily accessible, and if penals or cons arent your thing, there are also guards and shocks at TWO CP generously sprinkled into almost every doctrine at 2 CP. Of the 20 odd commanders, 7 does not have shocks, guards, or PPSH packages. - Community Defence (lol) - Partisans (2 unique call-ins and not really used?) - NKVD (Commissar, tank deleting barrage) - Tank Hunter (PTRS upgrades and stealth gives cons another use) - Lend Lease - Industry (KV-2 and KV-8) - Armored Assault (T-34-85 and IS-2) Taking away the meme community defence and partisan commanders, you have 5 doctrines which does not give you guards, shocks, or PPSH upgrades. Tank Hunter gives your cons PTRS upgrade and turns them into a dedicated AT squad, with a different purpose in mind so you are supposed to use penals to cover them. So that leaves 4 doctrines where your cons have no utility, and no call-in infantry (shocks/ guards) to back them up. I will not count the Lend Lease M5 assault group's token guards squad. ----- 7 infantry to fill all roles if they are accessible )))) 2 infantry type that can be main line - Volks/ Pfus 2 Elite infantry type that kills well, but bleeds heavily - Obers/ Falls 1 overpowered/ need nerf infantry - JLI 1 "officer" - Sturm Officer 1 Engineer/ Anti-Tank/ Psuedo-Assault/ Flamer infantry - Sturmpioneer In: COH2 Balance |
Thread: Garrison Heavy Maps6 Jan 2019, 11:00 AM
How does US have problem with garrison when they get: - T0 Mortar - RE/ Officers that can smoke - Pack Howitzer and - 2CP Mortar Halftrack with WP (Doctrinal) - RE with flamers + smoke (Doctrinal) - Assault Engineers with flamers (Doctrinal) I am slightly confused here. UKF on the other hand is stuck with some pretty shitty options for dealing with garrisons... In: COH2 Gameplay |
Thread: Motherland HMGs rework6 Jan 2019, 10:54 AM
So the idea is to make them a LMG squad that requires set up, and deal minor/ targeted suppression rather than "HMG level/ Area" suppression? If thats the case it sounds quite cool but what would prevent a death blob of them roaming around dropping models? In: COH2 Balance |
Thread: WASP locked behind Platoon CP6 Jan 2019, 10:50 AM
The only sensible way that WASPs get unlocked is lowering its HP so a single rakketen impact would kill it, but Psfausts dont. That would not be a good idea. There are no vehicles in this game that gets 1hko'ed by movable anti tank weapons (This does not count 88mm/ 17 pdr one shotting a kubel). If it is a 1hko then the wasp wont be worth the 90 muni investment. In: COH2 Balance |
Thread: Motherland HMGs rework6 Jan 2019, 09:57 AM
How about making it an offensive weapons rather than a defensive one. Better dmg(like vickers), less supperssion, less set up time. Just a big gun with 6-men and cons to reinforce the crew. That was what it was before the nerf. A 240mp, 6 man, instant (practically instant) set up cheese weapon that pins OKW into the base in under 3 minutes. No thanks. *Then again those were also the days of volks shreck blob, call in KV-8s and other horrible things. In: COH2 Balance |
Thread: New units for the new commanders 6 Jan 2019, 03:43 AM
I've been thinking in general that a thompson upgrade for infantry sections could be nice. Heck, it could even replace the worthless vickers k in the worthless resupply halftrack in the worthless tactical support commander so the entire thing isn't friggin useless. It is easy to call it "useless". Until you start seeing 6 man penals running around with 2 Vickers K xD Cons with Vickers K, or dual LMG rifles (1 USF doctrinal LMG, 1 Vickers K) are also quite fun. In: COH2 Balance |
Thread: WASP locked behind Platoon CP6 Jan 2019, 02:04 AM
I still think the uc should at least get some smoking ability to serve as early anti mg vs ost... Just give it to the royal engineers, not the UC. It already exists for the salvage engineers anyway and isnt game breaking/ OP. The only time that it can "smoke and flame" would be if it picks a very specific doctrine, and US REs can already do that as well. In: COH2 Balance |