IMHO, not gonna happen, sadly. What I said elsewhere, in another words: you don't return to ex-girlfriend if your new girlfriend is worse. More efforts to make DoW3 attractive means even less attention to CoH2.
But such fail deserves a thread because it's funny by itself
I lol'ed because of your analysis |
For their current performance they are overpriced. I would think 320 to 340 would do them more justice. |
Soviets also don't have good nondoc infantry except penals anymore. The main gun is pretty negligible, since it only does half damage and shoots whatever the hell it wants to. Really if you have tanks a croc shouldn't be a problem.
Neither does Ostheer, unless you take the highly overpriced and pricey to upgrade stormtroopers. Soviets have guards and shock troops. Not good enough? |
I like how you literally copied 90% of this from MrSmith's teamgame thread.
Anyway:
Elephant/Jagtiger/ISU-152/Dozer
Maybe try a different approach reduce range to 60 (accept dozer) add an ability similar to KV-2 where the unit has to lock down to gain extra range. (Remove penalties vision and received accuracy from KV-2, remove minimum range)
They are highly immobile, giving them this options basically nerfs them so hard they will never be seen again. |
Are we talking FHQs or FRPs? They're very different things...
FRPs are pretty annoying for how they aren't available to all factions.
Teams should be able to designate each other's HQs are retreat points.
FHQs are a different thing, and aren't well implemented in CoH2 IMO. They worked well for CoH1, but they functioned very differently.
FHQs were just ambient buildings you spent manpower on to 'capture'. You could then produce any unit you'd build tech buildings for from it. Opponents could decap the FHQ as long as it wasn't garrisoned. The FHQs gave no aura bonuses.
Yeah CoH1 did so many things better... |
I kind of like this idea, but the Halftracks seem an overnerf. Yet you still have entire armies retreating to a forward point on the map and returning in the blink of an eye whilst Soviets need a doctrine for this and Ostheer have literally no option here. |
Thread: MG34 13 May 2017, 15:17 PM
Maybe instead of locking it behind a deployed HQ truck, unlock it once a truck is built? You still require the fuel, still require the queue, and still require the time to get the HQ truck out into the map.
Hm it might come too quickly with OKW's early game strength. |
Except Ostheer has at least snipers, stugs, panthers, brummbaars, vet 3 lmg grens and panzerwerfers.
Soviets can go and cry in the corner, with their katty, su85 and penals
Yeah well soviets don't have to fight a flame spewing tank that has like double the health of their own tanks lol and has a main gun. Still fighting a KT as Soviets feels like you are throwing rocks at it. |
Relic is just so efficient that they finished their 5 year plan in 3 years.
And put 2 years worth of content in 3 lol |
Dont allow coroc to come so close then. You have twp after all. Toger dhould focus croco and thrn back up, once croco is ded/badly damaged. Infantry can finish thr pounders afterwards
Luckily the crocodile isn´t supported by comets or cromwells or 6 pounders or terminator tommies with brens and trenches for vickers everywhere.
You have the same problem when playing as Soviets vs for example a KT. It is supported by multiple volks, invisible rakettens, sturmpioneers with sweepers or a shreck and maybe some terminator obers. |