Royal Engineers Report Card:
Stand Fast
This ability is now something that frees up your Sappers to do things other than repair emplacements. It is incapable to out-repairing howitzer bombardment, nor can it out-repair incendiary damage. I see it as a good tool to use after you use Brace against a howitzer bombardment. Will not make Sim City as frustrating either.
Command Vehicle
Actually quite cost-effective for what it does, the best CV is probably the AEC. The command vehicle is much more responsive, aura buffs are great, especially now that there are separate buffs for infantry and vehicles. I foresee the +15% penetration buff could work very well with Churchill VIIs. However, the aura feels a little small to me.
Vehicle Crew Repairs
Good changes, frees up your Sappers to do things other than repair vehicles. Is not overpowered when you have a swarm of Cromwells either.
Anti-Building Flame Mortar Support
Very effective against garrisons, reliably destroys smaller garrisons and sets larger, tougher (brick, stone) garrisons alight and destroys them as well. It works to force team weapons to displace as well.
Churchill AVRE
Can no longer fire through (standing) buildings, good change. It can still fire through hedges though, which is very nice. The always-penetrate and always-stun when the round hits a vehicle will make it much stronger against enemy tanks.
However I did find a bug with the AVRE: you cannot target the center of the enemy HQ (tested vs WM), the targeting reticle flicks to one edge or the other, and when you fire the Petard Mortar it always hits the edge of the HQ.
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Post History of Antemurale
Thread: [DBP] Royal Engineer Doctrine feedback thread23 Nov 2017, 03:22 AM
In: COH2 Balance |
Thread: December Balance Preview23 Nov 2017, 03:02 AM
In: Lobby |
Thread: DBP vs MondeoGaming21 Nov 2017, 23:30 PM
Don't worry Sturmpanther, apparently he didn't actually uninstall In: Replays |
Thread: Relic send another survey about campaign21 Nov 2017, 11:12 AM
YES! North Africa HYPE! In: Lobby |
Thread: DBP Commander Rework18 Nov 2017, 11:44 AM
Here you can see the 10 commanders According to this, it's Scavenge instead of Luftwaffe, Storm instead of Osttruppen, Terror instead of Guard Rifle Combined Arms, and Tactical Support instead of Royal Engineers. I don't think this graphic is accurate... In: Lobby |
Thread: Commander Revamp concerns17 Nov 2017, 09:29 AM
Here are the patch notes. I would say that I am not too concerned for the British Forces Commander revamps, as both of them were in a decent spot and only needed tweaks to preexisting abilities to make them much more competitive. Other commanders, such as Tank Hunter Tactics, Recon Support Company, and Jaeger Light Infantry Doctrine could use a lot more than just ability tweaks. I have a ton of ideas for how I would like the commanders to turn out; I'm pretty sure that it won't be what I'm expecting it to be, but so far I've agreed with almost everything the balance team has brought up, so I trust that the commander revamp will be sufficient. In: Lobby |
Thread: DBP Commander Revamp brainstorming17 Nov 2017, 00:41 AM
Wanted to ask, does "any ability that doesn't include vehicles" include aircraft? Was thinking of moving WM air support abilities to OKW. In: COH2 Gameplay |
Thread: OST Sdkfz 25116 Nov 2017, 06:22 AM
Sdfkz. 251 is fine now that it gets shared veterancy. Take a look at how players like Imperial Dane handles his Halftracks as WM in a 1v1 environment. If a Halftrack needs a buff, it is the USF M3 Halftrack that needs a buff, followed by the Sdfkz. 250. In: COH2 Gameplay |
Thread: What is wrong about playing only one faction ?15 Nov 2017, 00:12 AM
There is nothing "wrong" with playing one faction; however it limits your game sense and makes you very biased (seeing gameplay, strategy, and balance solely through the eye of one faction).
Also, it seems like you do play allies. In: Lobby |
Thread: DBP Commander Revamp brainstorming10 Nov 2017, 23:48 PM
(USF) Recon Support Company Intended to give USF a plethora of scouting assets, then using powerful artillery strikes or superior range to capitalize on Recon data. - Forward Riflemen Observers: 25% LoS buff should stay, but also give Riflemen flares. Perhaps it is possible to merge the two abilities; this way Rifle Company would be buffed as well. - I&R Pathfinders: rather lackluster, I would make them regular Pathfinders that can't build beacons but can call in mortar barrages (regular and smoke). Also give them a Binoculars ability (Hit the Dirt + Recon Mode). - M8 Greyhound: I envision the Greyhound as the Anti-Infantry focused cousin of the Stuart, with a stronger co-axial MG and a useful canister shot. Add a pintle M2HB upgrade. Also, have it come with Armored Skirts too. Adjust CP/MP/FU cost as needed. - Recon Mode (new): toggled ability, disables weaponry for LoS increase. Can be used by M20 Utility Car, M8 Greyhound, M5A1 Stuart, M4A3 Sherman. - 240mm Precision Artillery Strike (new): powerful off-map strike, the the "smash" ability. I envision it as Railway Artillery, no smoke, only the first shell. (USF) Mechanized Company Intended to allow USF to play extremely aggressively with light vehicles, making it possible to have a vehicle-heavy army composition at all times as opposed to an infantry-heavy army composition. - WC51 Willys Jeep: ability starts on 60 second cooldown, fuel cost decreased to 10FU. - M3 Halftrack Assault Group: 500MP 30FU. M3 Halftrack gets 320HP, Assault Engineers replaced with Mechanized Riflemen: Riflemen armed with 3x Thompson 2x M1 Garand, Cooked Pineapple Grenade (same as Paratroopers/Rangers, doesn't require tech). See if it is possible to directly use the Ardennes Assault asset. Reduce CP requirement to 2. - Withdraw and Refit: great ability, keep it as is. - M21 Mortar Halftrack (new): reduce fuel cost. Replace Delayed Barrage with an M301 flare ability. - M4(76) Sherman Command Tank (new) : An M4A3E8 with a 1 sec longer reload time and a reduction in mobility, provides 35m Combined Arms aura. (SOVIET) Tank Hunter Tactics Intended to give the core soviet army greater anti-vehicle capabilities. A "lurk and pounce" combat style as opposed to a "seek and destroy" combat style. - Conscript AT Package: CP requirement reduced to 1. Buying the AT package gives your conscripts the AT Grenade Volley ability. - Engineer AT Operations Kit: Salvage Kit merged with PMD-6M AT Mine, also unlocks the construction of Tank Traps. Cost decreased to 30MU. - Ambush Lockdown (new): available for SU-76M, T-34/76, SU-85. Toggled ability, 3 sec toggle time. Immobilizes vehicle, provides camouflage, give first strike bonus. - Mark Target (new): a good ability, would greatly increase the effectiveness of this commander against axis tanks. Make it increase weapon penetration against the target as well. - IL-2 PTAB AT Bombing Run: great as is, no need to change it. (SOVIET) Guard Rifle Combined Arms Tactics Intended to give mainline infantry greater combat power and synergy, and providing elite infantry, artillery, and air support. - Hit the Dirt: reduce CP cost to 0. - Conscript PPsH-41: reduce CP cost to 1. With Grenadiers getting G43s at 1CP, I don't see why Cons shouldn't have such an option available to them early on. - Guards Rifle Infantry: restore full 27 damage to PTRS. Button Vehicle now also disables vehicle abilities (no Blitzrieg, no Smoke). This would give Guards a reason to be feared by axis tanks that their AT rifles can't penetrate reliably, while also increasing their viability against infantry. - 152mm ML-20: should cost something like 400MP 30FU, however should be standardized with all other static artillery pieces (203mm B-4, 10.5cm leFH 18, 8.8cm PaK 43). - IL-2 Close Air Support: I would give it bonus damage against vehicles, so that it would actually be a threat to light vehicles (tanks would have enough armor to ignore it). Gives this ability a bit more flexibility. (BRITISH) Royal Engineer Regiment Intended to give the British the option of an aggressive playstyle, allowing them to break through hardened defensive positions. - Assault Sapper Kit (new): 30MU upgrade, allows Sappers to throw a satchel charge and a smoke grenade. This would give the Brits another way of dealing with garrisons/ bunkers without a Flamethrower, Crocodile, or a Wasp. - Designate Command Vehicle: recon needs to cost munitions. - Vehicle Crew Repairs: very useful as is, no need to change it. - Anti-Building Flame Mortar Support: copy of SU Incendiary Artillery Barrage. - Churchill AVRE: reduce damage to 320, but gains 120 bonus damage against buildings. This way it will be less of a vehicle-killer and more of a anti-fortification tool. (BRITISH) Commando Regiment Intended to give Brits the option of an aggressive playstyle, allowing them to raise merrry hell behind enemy lines. - Smoke Raid Operation: also gives all infantry passive sprint. Increase cost as needed. - Command Glider Insertion: allow it to build more Commandos if it is in territory, much like the Forward Logistics Glider. Add a new unit to Gliders: PIAT Commandos. 4-man squad, 2x sten Gun, 2x PIAT, Camo in cover, no grenades, can lay mines. Vet 1 provides first strike bonus. - ULTRA Decrypt (new): copy of SU Spy Network. - Mortar Cover: great as is, no need to change it. - Air Supremacy Operation: great as is, no need to change it. (OKW) Feuersturm Doctrine Intended to be a powerful urban anti-infantry and anti-building commander. - Flammenwerfer 42: great as is, no need to change it. - Recoup Losses: increased ability duration, increased Munitions cost to compensate. Make it slightly more useful. - 7.5cm leIG 18 Incendiary Round (new): gives the leIG an ability that is the same as the WM Sdfkz. 250/7 Mortar HT's ability, which allows it to fire one incendiary round at a target location. Would prove to be very useful against garrisons, emplacements, and support weapon blobs. - Flammpanzer 38(t) Hetzer: increase flame damage to rival that of the KV-8. Also PLEASE make it a remote-control MG42. - Incendiary Rocket Barrage: changed to be an off-map version of the Walking Stuka Incendiary Barrage, but with a 60 second DoT, adjust cost to compensate. This would allow it to roast static units with ease and turn it into an area-denial offmap. (OKW) Luftwaffe Ground Forces Doctrine Intended to be a powerful anti-infantry and air support oriented commander. - Recon Pass: great as is, no need to change it. - Supply Drop Zone (new): copy of the WM version of this ability, however Supply Planes can be shot down, drops 3 crates instead of 5 (max 90 MU/30 FU). - Fallschirmjagers: DBP v1.3 makes these much, much better as a unit. - Fragmentation Bombing Run (new): copy of the WM version of this ability, would give this commander much more utility - Valiant Assault: add a -10% reload, -10% cooldown buff as well. Adjust cost as needed. (WEHRMACHT) Jaeger Light Infantry Intended to make WM line infantry much more flexible and powerful, especially in urban environments. - Ambush Camouflage: free of cost, unlocked automatically for Grenadiers, MG42, and Panzergrenadiers upon reaching Vet 1. - Jaeger Light Infantry Package: Grenadier version stays the same, gives Panzergrenadiers 3 G43 rifles. - Light AT Panzergrenadiers (new): 300MP, Pgrens with 2x Panzerbuche 39, 2x Grenadier Kar 98ks. Bundle Grenade removed, Vet 1 Treadbreaker ability (3 sec aim time, Immobilized target vehicle). Also has passive vehicle detection, similar to Tank Hunter IS. Intended as a light AT stopgap unit against light vehicles, could make T3 rush viable. - Grenade Assault (new): copy of OKW Infiltration Grenades, but costs 45MU and has 45 sec cooldown. Would synergize extremely well with. - Stuka Close Air Support: DBP changes (no vehicle crits, less damage) make it less overpowered, I would say that its in a good spot now. (WEHRMACHT) Osttruppen Doctrine Intended to be an early-war urban combat commander. - Osttruppen: reinforce time increased from 2 seconds to 3 seconds. - Trench: renamed “Defensive Operations”, allows Pioneers to build Tank Traps and Trenches, Grenadiers, Osttruppen, and Panzergrenadiers to build Trenches, Sandbags, and Barbed Wire. - Supply Drop Zone: too powerful when you compared with Allied Supply Drop. Supply planes can be shot down, drops maximum of 3 crates, total 90 Munitions or 30 Fuel. - Panzer IV Ausf. F (new): Vet 1 gains Lock Down ability (self Hull Down) - Railway Artillery: no longer drops signal smoke. In: COH2 Gameplay |
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