They should combine the Molotov and AT nade upgrade into one, it doesn't make much sense to have to expensive separate upgrades for one average unit that doesn't perform at all without these upgrades, so just to make good USF of Cons you have to spent additional MP and fuel, even more than USF has to.
They should also introduce some side upgrades to improve their usefulness, PTRS and PPSHs as stock upgrades and problem solved.
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I agree with most things said.
If something about the Schrecks has finally been done, the Raketen needs a buff, remove cloak and retreat, make it a proper AT unit with more range and a stronger crew.
The Flak Truck is still not fine, you shouldn't be able to repair it while it's setting up, nor should it spot that far for itself and react in the blink of an eye to anything even near to its radius.
Sidetech is needed, OKW has nothing to spent MP or fuel on, they just get everything for free, all things come naturally, no decision making involved at all. |
No one uses Churchills because the Comet is so much more worth it, if you do not have the upper hand already and a masive support army you need a competitive tank that is at least a match for Panthers.
Also, in case you're playing against OKW, the Churchill gives Schreck Volks easy veterancy, it's just too slow and yes can soak up "some" damage but once it is in actual useful range you already have to retreat again and repair it.
Definitely needs back the old price tag and/or armor increase. |
They could indeed buff the whole commander a lot if they just made the drops come with the crew, like they did in CoH 1.
I would like to see cheaper Paths for sure, it's not even the call-in cost but the reinforce cost that actually seems too high, I mean Falls actually reinforce for 38 now, but that's way too high for Paths.
As stated, I think that 0CP Paths and 2CP Airborne could change USF for the better, making a whole new early game possible, I especially like the combo of the long range Paths with the medium range Rifles.
It would also be possible to already place beacons (maybe improve those too, making bigger landing zones possible) and use the Doc at it's full potential.
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The issue is they do pretty much what rifles do while scaling worse.
There isn't really much of a reason to ever go for call-in inf, unless you want to have proper CQC squad as USF.
I thought especially about open maps, Pathfinders would perform so much better than rifles against Grens and Volks, especially since Volks got their damaged buffed to 12. |
Hey people,
I just came up with some thoughts about Airborne and the Pathfinders, I really like those units, they are interesting, but it seems to me like, especially Airborne comes 1 CP too late, most call-in infantry is available at 2CP (even Shocks),so should Airborne in my opinion, the upgrades could be locked behind the Tier teching too prevent them from becoming overly powerful too early.
Paths could be 0CP to spice up USF's early game a bit,this unit would provide USF with a decent long range unit, at a higher call-in and reinforce cost than rifles.
I would suggest this primarily to add some more variety to the predictable and monotonous USF early game, the CP should be lowered so USF can actually call these units in before they can't afford the MP and Pop cost anymore since most USF players are forced to go for 3 Rifles from the start to not get stomped.
What do you think about it ? Further suggestions welcome. |
Definitely kinda unfair, many people ignore it but still it's an issue, I've always used it a lot in 2v2 and it gives such a huge advantage for barely any cost, needs cost increase or cooldown, besides I think that a maphack vehicle was a bad idea from the start and doesn't belong into the game. |
I also think that they kind of give an unfair advantage to OKW,I always manage to win the first engagement with them, on some maps you can even easily force 2 squads at once into retreat, which is the minimum an Allied player needs to even engage them.
I would suggest that they replace them with the Kubel, which provides faster capping early game, a bit like PE, so they actually don't get this unit for free but have the build it first, this will also take some punch out of OKWs very strong early game. |
As it was already stated before, the problem is that Soviets don't have much choice against equally skilled players, Cons just don't cut it anymore, they are versatile yes but that's it, they won't be able to win any fight on their own as the game progresses, in the lategame they are almost useless, except for snaring or re-crewing/merging.
They don't hit anything while being squishy af, so why invest in such a unit if you can get a maxim that might well scale into lategame without becoming useless.
Soviets are lost without guards (which are decent at best), or shocks, if soviets actually had decent infantry not every 2nd player would play the same strat. |
I still play a lot of CoH 1, and compared to CoH 2 it actually has a lot more issues, especially when it comes to balance.
First off, snipers, they are just extremely annoying, everyone uses them, most often 2 or more, Allies lack a decent counter while Axis don't have so much trouble with them due to PE's fast scout cars and the Schwimmwagen, the Jeep is just crap, even if it's fast.
US actually has a disadvantage when it comes to the early game, T1 is the only thing that you an build if you actually plan on winning, T2 is obsolete, except in teamgames, since you will just get stomped by snipers and you have absolutely no counter, except getting snipers on your own, which won't work since Wehr T1 combines a decent scouting vehicle with snipers, inf and mg (overall a lot better than what US gets).
Endless armor call ins for only MP can be really annoying, in some games you will have to fight endless amounts of Stuhs and Tigers.
The Brit blobs are just out of this world and nearly indestructible, except if you somehow manage to drop some arty on them.
The vet system for Wehr is nice and I always liked it but some units really become way too op when they reach vet 3. Knights Cross take literally no damage or suppression from anything, you can only kill them with nades, arty or tanks.
The Units in general jump around too much, leaving cover etc.
path finding for vehicles is terrible, no reverse.
I definitely prefer CoH 2 now, even though I still enjoy CoH 1.
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