It was just an HP boost. Now everyone thinks they're cheap terminators that win games... Good logic. I suppose this community is soooo used to saying "If it's not underpowered, It's overpowered."
A med HQ is pretty much plopped down at 3-5 minutes. Which means they now have a forward reinforce point that they can throw bodies with.
Brace has a long cooldown, exploit it. God forbid if it didn't have brace as one flame grenade could kill a 400 manpower investment.
Motor pits don't vet up to gain increased range. You are thinking of ISGs I think?
You will never lose a truck if you have your fighting force push outwards from it. AT guns can simply be fired upon by opposing infantry. I think I tested it once and it takes 30 seconds to a minute of firing on a truck to destroy it with an AT gun? plenty of time for one squad to de-crew it.
A forward retreat point is offensive power. The ability to keep throwing bodies is one of the best offensive tools. I feel like that's a huge reason the major for USF is tied to 120 fuel. I agree that the mech station offers no offensive capabilities whatsoever.
WHO THE HELL HAS THAT MANY BOFARS AND MORTAR PITS? HOW? WHAT? WHERE?
I never said anything about MG bunkers. I'm talking about an MG sitting right next to a med HQ reinforcing.
I feel like I'm older then you?
Brits are a cross between Ostheer and OKW. You're acting like Brits are the exact opposite of OKW, yet most of the points you just said can be also said about the Brits.
Just looking at this and isn't Propaganda War a little strong if its the CoH1 variant? For reference, the Soviet version is 6cp and only has a 25% chance (if I remember correctly) chance to force a retreat. By those standards, Prop War seems to be a bit too good. That and I'm not a big fan of the total Railway overhaul, but that's in another thread.
Anyways, good stuff, I really enjoy these ideas.
To compensate, I'll be editing the stats of propaganda war...
Changes:
Increased air-burst propaganda shell drop time from 5 to 8 seconds.
Increased recon plane arrival time from 0 to 3 seconds.
decreased spread radius.
decreased time in-between shells.
I'll figure out the values for the bottom 2 changes tomorrow, when I plan on adding them.
it has been speculated that relic will introduce some sort of currency and that you can trade duplicate commanders for new ones.
im just interested to see what you guys think regarding possible "exchange rates" and the amount of commanders you should get. Basically, what do you think is fair?
Concerning the second question: having many commanders already lowers the chance of getting the commander directly, therefore i worded it like that.
Please no leaks or stuff like that. And remember: COH2 is a full priced game
Honestly, who tf cares about the NDA or secrecy around this, this is pathetic. APLHA FOR FUCKING WAR SPOILs, WAR SPOILS OF ALL THINGS, AFTER 2 YEARS OF MONOTONOUS BULLSHIT.
Alpha for OKW revamp? nah.
Alpha for any patch test or bug test? nah.
Fucking war spoils that literally requires some common sense from a single designer to not include doubles and actually make it worthwhile? Let's get a couple hundred people to test jack shit after out of all the other issues that plague the game.
NDA is still NDA. Can't do s̶h̶i̶t̶ pudding about it...