My thinking was that if the enemy is fighting out of their base they are likley already fucked... |
On one hand, that flexibility could definitely be useful.
On the other, the delay in the officer is a nerf to the faction.
You also kill the double tech into Major path stone dead.
Would just need to take a look at mp costs and timing then though. Being forced to use a unit is nearly as bad as your enemy being gifted one.
It would be far easier to work elite infantry into build without the officers and if the officers are "optional" they could be made interesting instead of rifles with a Thompson and sprint. |
Could swap the officer to the 2nd part of each tech instead of the first. Then the usf player is free to fill their pop cap as they see fit unless they delve deeper into the tier. That would also give the enemy more clue as to off the enemy doubled down in a tier or not. Might be interesting....
There have been times where I just wanted a bloody AT gun but had the officer to deal with too. |
i also didnt count aec or ukf sniper....they are verhixles...OP talk about snares on inf.
What is wrong with my snares? satchels??
Ah my apologies. Someone did say AEC and I think I auto filled it into yours. |
To add to my wishlist: I think the Ambulance should get a 50% damage reduction when in the base sector to make it slightly less vulnerable. The Ambulance is already very slow and the base layout doesn't help its cause.
The Ambulance only has 160 hp, while the Ostheer bunker has 640 hp for example. With this change the Ambulance would have 320 effective hp, but only when in the base sector.
Tbh all units in base sector having a damage reduction wouldn't necessarily be a bad thing. It would reduce the annoyance of barraging into base with arty for wipes and since arty can't be built in it I don't see how it could be exploited (except mobile howitzers I guess, but at least scatter is increased at range right?) |
Snares/ slows
OKW: Volks, Fusseliers, Fallies
Ost: grens, Osttroops,
UKF: pio, Tank hunder tommys;
USF: Rifles, Cavalry squad
Sov: cons, Guards, penals, AT partisans
You should also count TWP and Puma aimed shot of you are counting anything that can slow/snare. |
Close air support commander is really fun for arty heavy enemies. Especially priest/sexton or Katy. |
I wish you could charge with a demo charge. With no timer, I mean.
Just hoorah and explode with the click of a button as in demo charge
The old satchel would detonate on impact with a huge aoe that would almost always kill 3+ models of the penal squad. So there was that.... |
OP's specifically referring to the AT nade assault from tank-hunter conscript upgrade from the doctrine. If the vehicle leaves the range before the animation finishes, then the ability cancels.
It's the only infantry snare to work like that, but that's only because its the strongest. And the squad has camo which can be used to overcome that issue
Been using the commander in the last bit and I must say, the camo detection seems easier for the AT cons than other abilities... |
In coh3 it would be cool if they could treat open top assault guns differently. Like so you can actually kill the crew operating it if you flank it. Probably would be hard to balance, but i think more fun
It would be perfect for the de-crew mechanic if it could be restricted to the rear armour. It would be so cool. Increased vulnerabilities to air attacks too! But engine restrictions.... |