Bring back the supression mechanics of COH 1 (adjust Coh2 supression penalties/bonuses accordingly). Easier to deal with blobs, forces to blobber to do some real manouvering.
Decrease long range lethality of all but specialist long range squads.
Infantry being able to run about at insane speeds doesnt help either. |
The issue I have with Storms is that the base Kar98s are the same as on Grens (not particularly great for such an expensive unit), the free MP 40 is thus a no brainer and must have. Basically its just the mod teams ways of giving the middle finger to Wehr not to spawn Storms out of the building to do something actually useful.
I would rather have the Ober Kar98s for the Storms as a base weapon, to have more varied builds and an actual choice between steady long range DPS vs. short range specialization.
I wouldn't mind even if the MP 40 "upgrade" would cost some munitions, but it shouldn
Also bundled Grenades should be also back (and preferably buffed vs buildings, emplacements, caches), the flame nade is both odd and not very useful, it can't really kill caches within reasonable time, so whats the point of it then? |
200 muni IL-2 runs should wipe squads aswell... but its alot slower in comparison and only really useful vs static or slow targets
And tanks. There is a fair chance to remove a slightly damaged heavy with an Il-2 strike. Fragmentation bombing is only effective vs. soft targets, and those are far more manouverable and suffer less from pathfinding issues than tanks. |
The name and description for the German Infantry Commanders's Assault and Hold ability are borked (English version). It simply shows the following:
$8559c3f8a4c64d2cb0f0297aa0843156:252
$8559c3f8a4c64d2cb0f0297aa0843156:256
$8559c3f8a4c64d2cb0f0297aa0843156:255
Same here.
Also the game is extremely laggy since the patch, with weird purple artifacts on textures. |
Laser Guided Anti tank overwatch is the biggest f joke every since the brit AT arty BS was introduced. Its worse than any of the COH1 arty fest removing tanks, since those at least required some knowledge where enemy tanks are. At least that was counterable to an extent since tank pathfinding was not as stupidly broken as the "improved" pathfinding that was introduced.
Its whole concept is completely broken and it should have been obvious from the start. Uncounterable ability, really? That randomly shoots up your armor behind the fog of war?
It needs to removed completely and replaced with another, more sensible items, and the same process should be preferably done with the mod team.
The game is unplayable because of this ability in team games as all the Allied team has to do from 30th minute is to click on the ability often enough to delete or seriously damage enemy armor, and spam hordes of infantry, which is apparently the new meta. Why even bother with TDs that were buffed sky high when you can just click on the map to counter enemy armor, that was supposedly designed to counter better allied infantry?
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Its a one click skill remove of enemy tanks. I do not know what you guys were thinking with that ability. |
That would make the Panther beyond atrocious vs medium tanks. It might also become worse vs heavy tanks, depending on how much the ROF nerf is. It would probably need 220 damage and a significant (30%?) ROF nerf, which would be a major rework of the Panther.
But you already have StuG / JpPz if mediums trouble you. Panther would still do fine, as its stil superior, plus its 3 shots and a faust vs mediums vs 4 shots.
Panther's primary role should be different, a tank hunter counter to heavies/800 HP prediums/deleter of lights. The point of such change would be to make it effective in these roles, instead being just one weird one which isn't really suited for any task particularly. |
Wow what? You can´t just dive for Scotts unless your opponent is braindead. They don´t die in one hit like rocket arty either. They actually have 400 HP which means you need 3 tank/at gun hits. In case of the Puma even 4. Plus they have smoke. All that makes Scotts really hard to kill if the USF player is somewhat competent and has a decent army that includes good enough TD options.
Another reason why the Panther needs to get 200 damage with corresponding RoF nerf, to be able to do its job. |
Thread: Stug3 Dec 2018, 12:13 PM
Give the Stug 180 base armor now that its pop cap and RoF has been nerfed. Still penetrated all the time by all dedicated AT, but less vulnerable to light and medium tanks, which it is supposed to counter.
For 60 range AT, OST has the PaK 40 already. |
This is essentially the problem. It comes at a premium fuel prices and doesn't offer anything for that premium. In 9 out of 10 cases, the Pz IV is far more solid choice.
Furthermore, the Ostwind doesn't really provides an answer and nor it is a viable to any situation or strategy.
Did your opponent go for a light vehicle rush? Well, Ostwind can't deal with them, heck it can hardly finish off even a halftruck before it gets away, and its still has mediocre performance against infantry. You are far better off if you rely on MGs and Paks in such situation until you can affor a Pz IV, which gives you the advantage.
If your opponent went infantry hordes and rushes for medium tanks, getting an Ostwind is the worst choice you can possible have. It cannot escape mediums, and you have just flushed down 100 fuel on the toilet that could have gone into your own medium tank or TD. Plus it doesn't really helps you in the infantry horde phase either, since infantry held AT tends to damage it enough that it will have to pull back.
Its only late game use is in team games if your opponents spam air cover or Il2s, and has some use as a respond unit for sneaky cap attempts, but since most handheld infantry AT will drive it away (and possibly destroy it), its ineffective even for riot control.
Ostwind needs a place, fit into a strategy and right now the only place it has would be a hard counter of light vehicle rush strategies, but for this it needs far higher DPS (=higher RoF, basically) against lights to be effectice in such a role. |