I am loving this commander so much. You guys really hit an amazing spot with it and it feels good while not being op.
So the greyhound is basically supposed to come later than most other lights? I think it does feel pretty good that way. I've noticed that the main gun seems to be somewhat inconsistent, but that might just be rng playing tricks on me. I remember the first time I called it in it sniped a grenadier model from moderate range while on the move, and proceeded to miss pioneers and mg42 crews for the next several shots. Again, might just be rng. Since it and the paradrop both come pretty late, however, it's kind of awkward trying to hold on if you're trying to get a paradrop, as you either won't have at to defend against lights or you'll have redundant amounts when you get the airborne drop (especially if you give the paras zooks, which I really love so far). It's workable, but IMO notably awkward/strange, but I can't really see a way to solve that problem while keeping it balanced. I noticed that when I tried to target a garrisoned mg42 with the canister shot it didn't seem to want to fire or respond to my commands. Could be a possible bug maybe?
I'm loving the new paratroopers and the newly priced drop, and IMO it feels about right as 325 mp isn't crazy crazy cheap, and it comes with a pretty hefty muni cost as well.
Also loving the new pathfinder changes, makes them actually worth calling in and they don't take up a tenth of your army anymore.
The cluster bombs feel very fun and unique, but I really think they should stay as a detonate on impact. It's already a very powerful tool for breaking at walls and stunning tanks, so a instantly placeable s-mine field would probably be a little opieop, especially since usf has non doc major recon Not sure how I feel about it having green smoke, but I don't think it's gamebreaking/imbalanced (much better than no smoke- stuka db looking at you), and you should basically expect green smoke to be cluster bombs as soon as you see one of the commander's unique callin units. Allows for even more psychological play too I guess, along with I and R fake/real barrages.
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Post History of LoopDloop
Thread: [DBP] Recon Doctrine feedback thread3 Dec 2017, 17:59 PM
In: COH2 Balance |
Thread: Remove USF Mortar and replace with RE Rifle Grenade3 Dec 2017, 17:38 PM
I'd trade the Suppression Fire for a Grenadier-like rifle grenade ability at Vet 1 or 2. No disrespect meant, but then you might as well not implement it, as it's just be the same thing as the mk2 rifles can throw without sacrificing a weapon slot and just make more rifles/less REs. Having an upgradeable fighting position-style riflenade either on autofire with a timer or ability with a timer would help usf so much against garrisons, as their only option is basically nades, which will drain muni fast and won't even force a unit out, especially if it's not a team weapon and it can just jump out to dodge the nade and jump back in. If smoke gets moved to REs this could be a good way to implement that as well. Whether or not the smoke should require the nades upgrade I don't know. And again, keep in mind the riflenades would have a timer just like the fighting position ones. In: COH2 Gameplay |
Thread: December Balance Preview3 Dec 2017, 05:35 AM
Also, on the topic of airborne vs recon support, why are ir pathfinders strictly better than normal pathfinders while also being 40mp cheaper? I'm pretty sure it's just because they can't revamp more than 2 commanders and recon support was originally (in live I mean) worse than airborne. I do also think that 4cp is a bit much for the greyhound, as in my experience both light vehicles like the luchs, aec, Stuart, etc and other early mid game assets like elite inf hit the field at the same time as about 3cp (exactly in the case of elite inf), in 1v1s anyway. So unless its really intended to come even later than other lights at the very very tail end of the tankless period, 4 seems a bit odd. In: Lobby |
Thread: December Balance Preview3 Dec 2017, 00:46 AM
Lolol. I've just tested the commander, and I think I'm in love. Brings back fond memories of vCoh airborne when you give them the zooks, and they still do passably well against weaker infantry with vet and maybe grenades (which I like, especially since schrecked pgrens are the same way). The commander feels really well rounded and has a nice set of abilities, and I'm also really glad pathfinders (and I and R paths) are getting buffed. Not sure why I'd ever use the regular airborne commander again once these changes go live. Did the time it takes to reinforce paratrooper models get increased? Because it feels longer than in live IIRC. In: Lobby |
Thread: December Balance Preview2 Dec 2017, 23:26 PM
I kinda think it would fit better with the commander and unit if the recon support paratroopers had a short range upgrade (maybe something like g43s or just the good ol thompsons) instead of the 1919s, as to me they seem sort of like harassment units, seeing as they have mines and good recon support. In: Lobby |
Thread: Can we get a USF thread for DBP the faction is falling flat30 Nov 2017, 00:54 AM
Huh that's pretty interesting. Did you have it set up more as a linear teching system where you are supposed to (or have to) tech both lt and capt? Because I would much rather have that system then the stupid non linear, pick one unless you're going armor for callin cheese crap (especially the way their tiers are set up) In: COH2 Balance |
Thread: December Balance Preview30 Nov 2017, 00:47 AM
I would absolutely love that. It'd give REs an actual role besides being bazooka toters/mine sweepers, fix the issue of garrison clearing, and make it so the player has to choose how to delegate their RE's roles (and possibly build more) all at the same time. Edit: I'm curious as to how you would want infantry smoke to work (as in only on rifles, only on officers, only on REs, officers and REs, etc.) if REs were given smoke, because I'm not sure how I'd approach that, but I think my vote is probably with sticking to having it on rifles. In: Lobby |
Thread: Can we get a USF thread for DBP the faction is falling flat30 Nov 2017, 00:41 AM
That would actually be really cool. I miss muh six man rifle squads from vcoh. Also, the officers kinda just force you into really infantry heavy play when coupled with the fact that usf has literally no viable alternatives to a 3-4 rifle opening. In: COH2 Balance |
Thread: December Balance Preview30 Nov 2017, 00:37 AM
Dang elchino7 thanks for the testing. That's really odd. Oh well, apparently green cover IS provided. I think you need to work on your writing analysis skills. It's also hilarious how you doubt elchino7 (who by the way did provide substantiated information and was backed up by multiple people) right up until his information supported your argument, at which point you immediately took it as gospel. Further than that, you didn't even understand that it hardly ever provides cover properly, and only does so in extremely arbitrary and odd circumstances. I wonder if how USF would function if RE were given a upgrade to allow to use their Rifle grenade anywhere as if they were in a FP. Would counter garrison and give them a unique place in USF roster by providing mobile fire support and allow the USF mortar to remain more of a smoke dispenser. RE rifle grenade isn't exactly broken either due its time to detonate and lower damage. It also give them more utility as they can move up behind Rifles to assist with clearing buildings and cover positions. Course the munitions cost of such a upgrade would have to toyed around. IIRC smith added that in the unofficial revamp that resulted from relic's abandonment of the last patch that was supposed to come out (fall balance patch I think?) if by "use their rifle grenade anywhere" you mean like it fires automatically and is not a muni based ability like the grenadiers'. I never actually got a chance to test it, but I think it'd be pretty cool and could be a well balanced solution to usf's chronic lack of decent (nay, functional) early-mid game non-doctrinal garrison clearance. It should probably lock out at the very least one weapon slot though, and/or be mutually exclusive with sweepers. REs with a 1919 and automatic rifle nades could be a bit op. Just a bit. In: Lobby |
Thread: okw at gun29 Nov 2017, 00:32 AM
It's just a problem unit altogether. When it works it works way too friggen well. I've had 3 rifle squads blaring down a raketwerfer on retreat and doing absolutely nothing to it. Being able to retreat on an AT gun is also something people seem to overlook. Or I had a jackson obliterated by two surprise rakets stealthed with no way to scout for it other then walking right on top of it. They can also get it tier 0 which counters so much light vehicle play. +1 In: COH2 Gameplay |
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