Actually No. JLI come with 3x 98k, 1 scoped 1x G43
ZombiFrancis already rechecked so maybe consider rechecking yourself? I took the information from stat.coh2.hu ... True or not, maybe needs to check in the game itself
Thread: Infiltration units needs a change18 Apr 2017, 10:30 AM
ZombiFrancis already rechecked so maybe consider rechecking yourself? I took the information from stat.coh2.hu ... True or not, maybe needs to check in the game itself In: COH2 Balance |
Thread: Infiltration units needs a change18 Apr 2017, 03:10 AM
No... Last time I checked, only 1 with Kar98K, 2 with non-scoped G43s and 1 with Scoped G43 (The one that snipe wounded targets). Consider the fact that 2 G43 cost 45 MU (Based on the Wehrmacht's JLI package), this guy's package would cost around 70 - 75 MU (If we take each non-scoped G43 cost 22.5 MU). In: COH2 Balance |
Thread: Infiltration units needs a change18 Apr 2017, 01:53 AM
This is basically why Stormtroopers and to some extend, JLI, are fine as Infiltration Units: Their start-off DPS are rather low. Unlike Commandos and Fallschirmjager, they get extremely good close-range DPS weapons (Stens, FG42s) that since most support weapons need to be place close to building for protection and cover, they just got immediately shreded by these two. Make them come out with their respective bolt-action rifle (Kar98k for Falls, Lee Enfield for Commandos, maybe even full-on Kar98k for JLI as well) but to be honest, it should cost some MU to upgrade to their original weapons (Probably 50MU - 100MU). In: COH2 Balance |
Thread: Replacement of old EFA abilities18 Apr 2017, 01:23 AM
Panzergrens are actually too expensive to be made into blobs (Even for team games, but usually I only count 2v2 as team games and exclude the above cause 3v3+ is just a completely different game), but I can see it being a thing. Still, it already happened (Very rarely due to the fact that PGs are rather expensive) so adding repair ability won't change much to be honest. In: COH2 Balance |
Thread: Why COH2 maps have only 1 good side?18 Apr 2017, 00:18 AM
In the case of some maps like Moscow Outskirts, Hamlet (F*ck North spawn, man), etc., it's pretty much obvious. However, for the rest, it's more of your personal preference, rather than "all maps only have 1 good side". For example, most people said that Kholodny Ferma's west spawn is better, but to me, I enjoy spawning on the East side more (Most of my victories are actually me spawning on the East side, rather than West) so it's pretty much my personal preference. In: COH2 Gameplay |
Thread: Replacement of old EFA abilities17 Apr 2017, 23:39 PM
It sounds niche, Panzergrens will be quite like Sturmpioneers (Even though, Sturmpioneers are pretty much slightly weaker PGs). I still like the idea of Ostheer being able to construct something like repair station, probably buildable by Pioneers upon reaching vet 1 (Maybe 150MP/25 fuel each, it can just be a bunker that spawn out repair pioneers if you don't have the model for the concrete bunker) In: COH2 Balance |
Thread: Replacement of old EFA abilities17 Apr 2017, 23:33 PM
So I have a set of new abilities for some Ostheer units that I come up with. Since you didn't leave much for Ostheer, consider this one (The one I suggested down here will replace their old abilities) - Pioneers: 1. "Defensive Training": Pioneers upgraded with Mine-sweeping package now plant mines and remove mines 5% faster (A passive ability). 2. "Scorch Earth Tactic": Pioneers upgraded with flamethrower now has a 5% higher chance at burning down a building (A passive one, which to be honest, 5% isn't that much but who knows, RNG might smile on you and that building burnt down). - Panzergrenadiers: "For the Reich": A passive ability similar to Penals' "To the last man", but only get the accuracy and reload buff, not the survival buff (someone would come up with a better name). - Stormtroopers: "Booby trap": Allow them to booby trap point for 50 MU (Similar to Obers and JLI's "Booby trap" ability... Seems very fit the infiltration specialists role of Stormtroopers). - 251 Half-track: Allow 251 to deal a small amount of suppression passively (A very weak suppression, like, it can only suppression 1 unit at a time and it can't even pin that unit). - Panther: "Armour Awareness": Armour unit got hit by Panther that leave Panther's LoS will be visible on the minimap for 3 seconds (A passive ability which I think would quite fit the Panther's Tank Hunter role). In: COH2 Balance |
Thread: A more diverse set of ability for Ostheer's units17 Apr 2017, 23:28 PM
It is simply non practical. Just imagine how much threads will be on coh2.org, if every suggestion from my QoL thread has his own thread. Ah, I understand now. If possible, could you invis this post? I'll post my suggestion into the other thread then. In: Lobby |
Thread: A more diverse set of ability for Ostheer's units17 Apr 2017, 16:32 PM
There exist already another one thread about EFA vet abillities! I know that one, but I created this one to just focus on Ostheer. If it violated anything then... go ahead I guess... but still, it can't be that bad of a thing (His thread mainly suggest Soviet stuffs, mine will focus on Ostheer) In: Lobby |
Thread: A more diverse set of ability for Ostheer's units17 Apr 2017, 15:54 PM
This is a thread about suggestions for a more diverse set of abilities on Ostheer units. Edit: There's another thread about EFA's ability replacements : https://www.coh2.org/topic/60715/replacement-of-old-efa-abilities ; but this one will focus on Ostheer only. Edit 2: Suggestions now posted in the thread mentioned above. In: Lobby |
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