Doctrinal.
What doctrine? |
For 210 manpower the unit is dirt cheap.
Garand Sniper Rifle in combination with Bars, hmgs or mortars can become really cancerous and players should not be allowed to have many of them in the field.
Aren't I and R pathfinders 250? Also they cost as much as grens to reinforce, which is definitely justified |
It has been merged with recon mode. Now it cap even when cloaked.
Wait cloaked? T70 can cloak? |
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 |
I think this needs reflecting on more, whilst there is still much that could be changed and a few things that should be changed (last vestiges of cheese, ai bugs) overall the patch has removed lots of really annoying stuff and levelled the field in many areas. IMO mostly the stuff that is frustrating is stuff that was always a bit annoying and may only be a problem now because in the past there was some op cheese that could eclipse it. I feel that besides some bug fixing a final gentle tweak pass patch would put it in a state about as good as it’s going to get. I caveat this with the fact I am a noob
I agree. For the most part, coh2 is in the best spot its ever been in since I've been playing it. |
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. |
Pathfinder are actually a very good fighting unit if not OP. Try checking some videos on how they should be used.
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. |
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.
They are not a rifle squad replacement so I think its fine if they come at 0, Mabye put them on delay like the Jeep and ostruppen as well, but at 0 cp.
The paratroopers are debatable, I think they are a tad late to counter light tanks especially considering USF gets the lowest CPS of all factions(no base buildings, though ig brits are the same). 3 cps could be fair but 4 could also be fair.
The greyhound is meant to be delayed because it is the best "light tank". You kind of need a puma to really counter them and that comes at 5 cps. It will come late in team games for sure though.
Yeah the greyhound is the one I felt most iffy about. |
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. |
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). |