""Designate command vehicle" is simply superior. "
Yes I noticed that you missed out the aura buffs with vet. + 20% accuracy. -20% reload, +5 range if the wiki is accurate.
I guess you weren't joking....
Which is funny!
If you are a kraut then give yourself a pat on the back.
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Thread: [DBP] Royal Engineer Doctrine feedback thread21 Jan 2018, 20:35 PM
In: COH2 Balance |
Thread: [DBP] Royal Engineer Doctrine feedback thread21 Jan 2018, 11:34 AM
Is it eck! Lol, 2CP is completely irrelevant. There is nothing you can put in on at 2CP, it's a hangover from the days when you could tag a UC with it. If you offered any Brit player over any patch a command Panther over a command vehicle they would rip both of your arms off. In fact I'm wondering whether you are joking.... Doesn't seem like it but you do get the odd kraut playing this game so have to be lenient with assumptions of sense of humour. Who knows maybe you saw the cheap toaster UC with a shoot me icon above it and it struck fear into your command panther equipped forces. It's possible.. Very unlikely... Didn't notice a penetration buff, which is interesting... Maybe even enough to think I haven't given it enough of a chance yet.... Interesting idea though, why not allow the command position on infantry should the player so choose? It no longer buffs emplacements which is rather a large nerf so surely justified.... In: COH2 Balance |
Thread: UKF new strategies?21 Jan 2018, 05:59 AM
Quite a long time since I bothered with 1v1s but I haven't seen anything that would change the overall idea. Playing Brits competitively is all about the 6 pdr. You want 2 early maybe even 3 of them, don't rely on armour until the late game and think of your infantry and MGs as sighters for them. Up to that point against decent opposition you're looking to hold out and not get overrun. Which basically means protecting your AT guns and making sure they cover the important avenues. Given good sight lines they'll do a good job, if they have to rely on their 35 sight range rather than their 60 firing range they're easily overcome. Until you have a qualitative advantage with double brenned tommies and ideally a Comet or two you're looking to hold at least 1 VP and deny them resources. The more fuel you give them the more armour you have to fight off, with toothpicks and tinfoil unless you have your 6 pdrs well placed. If you use emplacements you'll just get ISG or mortars in return. A bofors or a pit on some maps are very useful but try to get used to playing without them where possible. The land mattress is your friend here. And any stolen indirect fire you can get your hands on. Against OKW get used to using an abusing snipers both for their sighting and to put some bleed on them. Tommies lose handily to their starting unit and a sniper can be used both as a threat and as bait for a Luchs. Mobile assault is probably the only truly competitive commander. If you can get used to fighting off the Axis without armour and learn to live without much fuel ( if they want it they'll get it so don't lose too much contesting it, though at the same take somewhere else on the map in compensation) whilst attacking weak spots rather than the obvious then you might do alright.. In: UKF Strategies |
Thread: Possible Valentine changes21 Jan 2018, 02:11 AM
About the same I think, but much worse for AI. For 12 popcap! In: COH2 Balance |
Thread: [DBP] Commando Doctrine feedback thread21 Jan 2018, 01:53 AM
Commandos: Much better. They don't seem cheap at 390 and drops behind the lines are very risky with such an expensive squad. Trouble is there is no reason to use IS when you have access to the Mandos. They're crap in comparison. I predict nerfs however. The Wehr are quickly going to realise that the Brits will happily sacrifice a commando squad in an attempt to nick a decent mortar. For instance someone clumped 2 wehr mortars together so I landed a glider behind them. Murdered them quickly, captured both using the reinforce from the glider. I lost the squad as but gained two mobile mortars and he rage quit about 10 minutes after. They'll be pissing and moaning until this is nerfed for sure... Smoke Raid: How many IS do you think the Brits can afford with commandos costing almost 400 apiece? Not many and the idea that you are going to wander IS through smoke to be terrorised at short range is barmy. Yeah there's situations you might use it but why wouldn't you just use mortar cover instead which includes WP smoke and, you know, kills shit too? Very expensive for what it is in a very expensive commander for MU. Overall it's just flannel and will hardly be used. Assault: If you are using Tommies to frontal assault then you aren't playing very well. This does, kinda, allow it but to what end? Far more likely you'll waste 90 MU to see your inf pinned by a 42 or merely beaten by any of the close combat infantry. Why not wait a CP and a few MU to mortar them? It isn't as though rushing upfield to find green cover really works any more so unless you don't like tanks or build MU caches I'm really not seeing it. Mortar Cover: Big nerf. Still useful but lacks weight and is pretty iffy for the large number of munitions. More a light peppering than a covering though at least the WP smoke is useful. But from an entire sector and targeted for 150MU to a small area and random for 20MU less? I love the way the cooldown has been reduced just so we can get some management bullshit to make it look like it hasn't been nerfed into the ground. Yeah chaps forget those two Brens we're going to fire mortar cover twice in in 2 minutes. "Since the commander is extremely munitions based, most of the abilities have been reworked to provide a smaller, but more concentrated effect for an affordable cost." Really who writes this crap? He's a mongtarded fuckwit who should have been Tony Blair's hand wavium coach. It's a nerf, it's been nerfed because Lelic. Be proud of who you are. Air Superiority: Is now air tickling with pointlessness enshrined within. Was useful against the indestructible Shwerers, now it merely alerts them that you're about to try to take it out. "We felt that UKF players needed a more caring, subtle and synergistic approach to carpet bombing, with due regard to the human rights of those on the receiving end and with reference to the hurt feelings of any children who may wail after losing a unit. We have therefore halved the power for three quarters of the (extreme) cost." Ok, I might have made that up.... Overall its Commandos, commandos, commandos and maybe a mortar cover once every now and then. Which... Is.... Ok. Trouble is they've taken two of the best commanders, the two most unique and interesting ones, utterly ruined one and gutted this one to make it a one trick pony. It's a good pony, I like the pony, but it had several ponies before. The commander isn't bad but the moment people twig that those ISGs and mortars are easy pickings the wailing wheraboos will demand the commandos are nerfed leaving nothing of any bloody use whatsoever in the entire commander. And it will happen, can't have the Axis having to face their own weapons as... that would clearly be unfair. On a positive note it makes maps like Steppes very winnable for the UKF, and you can put together some pretty dank moves with a glider round the back and combinations of MC or assault. Well worth crashing a glider next to your 6 pdr line too just to replace losses. I probably overused it so the whole glider round the back thing got a bit old though having mobile fire support never does get old for UKF. So crash those gliders and nick their mortars, pak guns and 42s for all you're worth cos they'll nerf it next week. Why the hell have they picked on the RE and Commando commanders though? They were both good in their own ways. Someone thought the Royal Artillery commander was too popular? Tactical support ( come to think of it I assume the crappy new CV is also in that making even more shit than before) post arty cover nerf was deemed too hard? It feels... different... to Lelic's usual malign incompetence. Like things are being hit with a dull hammer as well as a nerf hammer. Don't get me wrong this is nowhere near as bad as the truly abysmal Royal Engineers shite but theres definitely a lack of imagination at work... There's loads that could have been done rather than just making it all more anemic. How about a commander ability that gives to a chance to decrew an axis vehicle with commandos for instance? My god.. the lols... the wailing that would cause. The axis facing their own Panthers... In: COH2 Balance |
Thread: [DBP] Royal Engineer Doctrine feedback thread21 Jan 2018, 00:43 AM
"We find that the primary downsides of this commander are poor synergy with the faction, as well as highly-situational abilities. To improve its viability and utility, we have made the following changes:" From the patch notes. Whoever wrote that clearly didn't have a clue how the commander was and could be used. How does a long list of nerfs now 'synergise' it with the faction? Ruin it by all means, it's not as though we expect anything else of Lelic, but please save us the management bullshit lingo. In: COH2 Balance |
Thread: [DBP] Royal Engineer Doctrine feedback thread21 Jan 2018, 00:36 AM
Stand fast is pointless as no emplacement can survive. Wasting a few munitions to keep it alive a little longer doesn't make sense in the vast majority of cases. Huge nerf from the original. Command vehicle feels very meh. AEC is the only acceptable host, Centaurs appear more likely to shoot their own toes off and you'd be mad to waste an expensive tank as a CV. Huge nerf. Worse though you can't really use it on an AEC because of the extant bug which prevents you from designating a new vehicle once the old one is destroyed. And it isn't worth anything more expensive, in fact I'd question whether it's worth an AEC in current state. What is the aim here? Maybe you can use 2 6 pdrs instead of three? Well I'd prefer 3 anyway for the coverage. And an AEC that can hit something. As soon as the krauts see a command icon they'll dive for the car, and the aura isn't anywhere near strong enough to make the nerfed FF's a deterrent unless you have 3 of them. Which is too many. Two FF's plus AEC CV dived by 2 panthers, lost easily. Twice. Cromwells you'd have to field 4, which I tried. Felt slightly weaker than 4 normal Cromwells. Accuracy isn't their problem, it's tinfoil armour and lack of pen. Dive with 4 and you'll almost certainly lose 1, which will be the CV if the Axis are awake. The Mk7 is actually useful as a command vehicle purely for buffing infantry. It isn't as though it's main gun is much more than decorative anyway. Though the Mk7 and Anvil in general isn't worth it. Heavy engineers only become useful in support of a Churchill command vehicle and with Piats. Which, yes is one playstyle. And I suspect is Mr Smith's preferred playstyle from previous posts. Seems to me that you've nerfed the commander into the ground and only buffed units that you use and in the ways that you use them. Which is lovely for the rest of us. I also tried using Vickers in the aura, which was strong, in a 4v4 where I only had to defend a small front. Though as there is no counter to Axis IDF now that the already woeful pit is further nerfed it was predictably easy for the the opposition. Vehicle repairs are another large nerf. Only one vehicle at a time for most of the cost. Is this the Royal Engineer commander or the 'you don't need RE' commander? Flame mortars, better than they were I think, though it wasn't an often used ability. I hardly used it previously. Worth ruining the rest of the commander for? Not to mine eyes. AVRE. Is it even worth calling in? Cost increase and totally nerfed. It was hardly more than a curio in the first place. Didn't try it as a CV as over a minute per shot didn't seem viable. I must have missed the RE commander being used to win everything in competitive play to see so many well justified and large nerfs... It was a niche and interesting commander which allowed some unique playstyles. For instance I'd build a troll army of AECs and dive with them, it wasn't a strat you'd see in comp play but was fun. Relied upon the proper vehicle repair though so no go now. Or I'd use the CV to get some utility from 17 pdrs. Again, not a good strat, but an interesting one. The RE commander allowed lots of such things in a dicking about sort of a way. Unusual strategies or using units which were fundamentally crap just to get some utility out of them. All gone as far as I can tell. Well unless you like blobbing piats to take down heavy armour, as that is the only thing I can think this commander is now designed for. I suspect Mr Smith is very happy with his new plaything and I hope you don't take offence if I think you've taken a commander which I really enjoyed and molded it to your, and possibly only your, playstyle. As with other parts of the patch too I suspect. In: COH2 Balance |
Thread: Company of Heroes III - Your expectations20 Jan 2018, 06:41 AM
If produced by Lelic... Lower than a snake's dangly bits. Lower than a social worker's self esteem. Lower than a Welsh civil servant's work ethic. Lower than a politician's morals. I expect it to shine like a rotting mackerel in the moonlight, with the axis mackerel having twice the armour and sight range of course. In: COH2 Gameplay |
Thread: Stats are in... Some obvious factions to address!20 Jan 2018, 03:16 AM
Win streaks? Huh, say what? Are you on drugs? In: COH2 Balance |
Thread: Possible Valentine changes18 Jan 2018, 23:35 PM
It's worse and more expensive than the AEC in almost every way. Utterly pointless unit. For a start it needs a large sight radius to be in any way useful at it's supposed role. Then either to be useful as an AI vehicle or AT. It does neither at the moment. Way too expensive but then the entire commander is garbage. Doubt I'd really use it at 8 popcap, 12 is hilarious. I don't particularly like the map hack and it's largely pointless except in team games now that the mortar pit can barely touch it's toes. Personally I'd replace the hack with counter barrage, with the max range determined from the Valentine, which fits nicely with the commander. The Sexton of course is beyond redemption. In: COH2 Balance |
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