Doctrinal.
What doctrine?
Posts: 3053
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Thread: T-70 still able to capture territories3 Feb 2018, 16:37 PM
In: COH2 Bugs |
Thread: Recon support opinion3 Feb 2018, 16:26 PM
For 210 manpower the unit is dirt cheap. Aren't I and R pathfinders 250? Also they cost as much as grens to reinforce, which is definitely justified In: COH2 Balance |
Thread: T-70 still able to capture territories3 Feb 2018, 16:20 PM
Wait cloaked? T70 can cloak? In: COH2 Bugs |
Thread: Su-7631 Jan 2018, 06:02 AM
A TLDR for those that want one: "waaaaaaaaaaaaaaaaaaah" Also apparently blitz is bad because it doesn't make axis tanks unhittable. /thread In: COH2 Balance |
Thread: OKW is weak after winter balance31 Jan 2018, 04:42 AM
I agree. For the most part, coh2 is in the best spot its ever been in since I've been playing it. In: OKW Strategies |
Thread: ostheer 250 halftrack needs to be buffed31 Jan 2018, 04:40 AM
It doesnt work great with shreks or flamers, cos you have to get close and it get wrecked. But as a kiting unit with LMG, its not horrendous It's also a good meme to use pgrens in it against brits if they don't have an aec yet. In: COH2 Balance |
Thread: Recon support opinion31 Jan 2018, 04:38 AM
They are actually pretty good fighting units. I still think it'd be balanced at 0 cp however, since they are more fragile, have different utilities, are more expensive to reinforce, and have only four men though. Just like combat engineers, they certainly aren't spammable even though they are a good unit, and really just fill a different role than rifles without being "better" IMO. In: COH2 Balance |
Thread: Recon support opinion29 Jan 2018, 01:19 AM
I wholeheartedly agree with the pathfinders, So long as the Artillery is behind a cp requirement much like the Jeep in mechanized. This could also benefit airborne greatly and give another non-rifle option for initial builds. Yeah the greyhound is the one I felt most iffy about. In: COH2 Balance |
Thread: Recon support opinion27 Jan 2018, 23:26 PM
So, this is 100% just my opinion, but is also a balance suggestion. However, I want to see if others believe the same or not at all. Please, let's try to keep it civil. I really love recon support company, but basically I feel that all the callin units it has come exactly 1 cp too late to serve properly. I think that due to the high volume of somewhat redundant units, it's sort of supposed to be one of those overall strategy/army composition-changing commanders, but can't really serve that way. Why should I get paths when me trying to get paths handicaps my early game because I have to build less infantry or handicaps my mid game because all I have is ludicrous amounts of infantry? Why should I get paras and an atg when they come too late to counter lights and rifles serve as good anti infantry anyway? Why should I get a greyhound when I already have enough fuel to tech to major and my opponent is going to have a medium tank out soon? Of course all those questions are slight exaggerations but in essence, the truth as well. All the units the commander has work really well together, but it's a shame to not really be able to use all of them in a manner that doesn't handicap your overall strategy to an extent, basically because they come too late to not be redundant to units that are a necessity if you don't want to fall behind? I think if paths were 0 cp then it would be easy to work them into a build without feeling like you are sacrificing field presence in the early game. I feel that that's the most needed and best balanced change to the commander. I would say this one is pretty balanced, as they don't have all the same utilities of a rifle or rear echelon squad, and are more expensive and fragile than a rifle squad, meaning you'd have to take care of them. If this was the case, the camo would probably be best locked behind 1 cp because no one else gets camo that early in the game. I think if paras were 3 cp it would mean that the at gun would actually come quick enough to counter lights, and wouldn't be terribly unbalanced since most elite infantry arrive at 3 cp, and access to the at gun via captain tier is also similarly timed. The greyhound seems to me to be reasonably balanced at 4 cp, making it come slightly later than comparable vehicles (luchs, t70, stuart(?)) but still able to be a worthy purchase over just rushing a sherman, and by 4 cp counters to it are still abundantly available to both axis factions anyway. I think it would make the commander a lot more playable and it feels a little like it's not really able to be utilized to its fullest right now, but that's just my opinion. In: COH2 Balance |
Thread: Infantry Units Freezing Up From Their Own Targeted Abilities27 Jan 2018, 23:04 PM
I've seen that bug where one guy goes to do something independently of the squad for a while, not just these last few patches. Idk about the other ones though, and I've never seen a squad just not do what they're told to at all (not dying it's not a thing, just I've never personally observed it). In: COH2 Bugs |
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