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1) More utility sounds like a good idea, definitely suits them.
2) Are there limitations to the flag animators for the HQ? Because if not, maybe you could use concrete bunkers or the Coh1 mortar bunker (I think its still in the files?) with the animator flags attached to it? |
Okay, so I've got two more concerns with the Soviets so far.
1) AI Partisans feel really meh right now. While I do like that they're good ambush troops rather than quick-click wipers, they really struggle after that first engagement. Maybe have them spawn with the current four men and allow them to reinforce up to six?
2) The FHQ is pretty meh as well. Personally, I heavily prefer the M5 over this thing now. I don't think it needs anything crazy to be worthwhile, probably just some minor Accuracy and/or RA for the owner's infantry would be enough to give it some use over a reinforce halftrack. While its a bit of a stretch, having is as a produced building rather than an upgrade for ambient buildings would also be a nice way to make it less map dependent and give some counter-play as the engineers are assembling it. Same could theoretically apply to the British Arty HQ down the line.
I haven't really tested Ost thoroughly yet, but playing Storm doc without feeling like I just shot myself in the foot is the most fun I've had in CoH2 for a long time. |
For the most part this looks really good, especially cons and Ost T4 viability. My only real concern is how useless Soviet Mark Target is about to be versus OKW. Maybe attach the ability with a global cooldown to Cons, Snipers and T70s instead?
Also, why the "soft" fix to the call-in meta rather than hard-locking the units to tech? Is it to retain a comeback mechanic if you really, really need a certain unit? |
The real question is... is Centaur really worth buying?
If you're already ahead enough that it can't be contested by enemy mediums its sometimes worth it, but otherwise its piss-poor mobility is usually a death sentence. |
So... How does this help against soviet sniper? technically you could shoot one model and pray it does not hit you when you retreat... Against dual Soviet sniper its just good bye 360mp...
If you keep the Ost Sniper alive until Vet1, it can use its normal shot + vet1 to doubletap the Soviet sniper team.
Adamircz's advice is spot on, push with Grens and flank with the 222. There's a good chance to pick up the sniper and probably do a good chunk of MP bleed to the Penals in the process. |
I think its supposed to be more of a ez8 for soviets, and IIRC it has a smaller AOE. I actually think this makes more sense, as t34s already do a good job with infantry.
Its also got that wicked rate of fire through vet though and fairly low pen as-is. I feel like going that way would compete with the T34/85. Either way, as long as its not being called-in and has a role, I'll be happy with it. |
How were the maphax changed?
The ability had a 2 second cooldown to start/end it and rendered the Kubel immobile.
I saw a vet5 kubel once in a 1v1 on kholodny ferma summer legit. He just left it guarding the bottom VP once it reached vet5 and I kept forgetting about it from time to time and sending a lone squad, but they would always get suppressed then the kubel would self repair lol. It was pretty lulzy and survived for a long time, but it got sniped by my base .50s after about 45 mins (I was usf). I was sad.
Goddamn that's depressing, like murdering a unicorn :'( |
Lock all call-in vehicles behind tech. For the M4C, I'd also tweak its stats and price to make it a primarily anti-infantry unit (think Soviet Ostwind), which would make Soviet T4 somewhat similar in composition to Ost T3. |
Just return the super-light changes that Relic stripped form WBP. For Kubel, this means shared vet from infantry and a balancing of its maphax. |
+1 to Italy, you had me at "superkubel" |