They need that ability with just how easy they can be one shotted. Up their survivability, remove the abilities is the only way that will work.
Yeah, I actually agree with this 100% despite being mainly an allied player. The gun itself is really small and offers no cover, unlike the other at guns, which offer green cover to the gunners, so the 2 rak gunners clump up close together and can easily get one-shotted by a tank, and if the other two guys are nearby usually it will result in a wiped rak. I've done this many many times with cromwells and HE shermans. |
Stuart already becomes more mobile. Only problem is that its mobility buffs are gated behind Vet3. Speaking of which; has anybody ever seen a Vet3 stuart? (swapping crews doesn't count)
Actually, before I fell in love with the m20, I used the Stuart a lot more, and as long as I didn't get unlucky (double rakk or go around the corner into a blob or some shit), my Stuart would usually vet pretty high, often to vet3 if I played well. And yes, the thing does turn into a soap bar at that point. |
I have to say that I take the opinions of people who have ditched the community with a pinch of salt. You guys have your own reasons for leaving and that's cool, but you don't need to try and take everyone with you. CoH2 legends come and go, you don't need to crush the community on your way out.
We all know Relic messes up. blah blah. Nothing new there for years.
Fact is the situation we have right now, is that a community balance team are trying to do some good work in the game and we need to focus on that as the only option we have. This doesn't need to turn into a 'Reasons why the old CoH2 crowd doesn't play anymore' thread
+1 |
Ambulance is more expensive but can move and reinforce, and healing aura.
It totally justify the cost
0 Pop cap and limited to 1 on the field would be good
Who the hell ever makes more than one ambulance? You're definitely right, and my point is that factions all have asymmetey even in how they heal and reinforce their units. |
In response to my comment about them being brain dead, this is because all you need to avoid being wiped by commandos is to retreat before you hit 1-2 models, and even then you may be able to save the squad with even one man left, since stens are a close range weapon, with pretty horrendous dps beyond spitting distance. My point is that if you stand on top of a grenade, you're squad's gonna get wiped. If you sit in a commando kill zone, your squad's gonna get wiped. Both are fairly avoidable, and punish sending squads off and neglecting them for that long. Demos are a different story, and could possibly use some changes (not really sure how I stand on that issue). |
Also, apart from right after release (when they were blatantly op) commandos could never really just run around mindlessly roflstomping units. |
I think my opponents would be very dissatisfied by being called brain dead. And they sure would be right. It is true that my scenarios are defensive. This is the main point of camoed squad. To creep into position unseen, wait for right moment and then attack. Not to run frontally into enemy or shoot in long firefights. They are not mainline infantry and are ment to be kind of situational, although it is not situational if you plan well in advance.
The correct way to use them in attack would be creeping behind enemy position, far enough not to be scouted and wait giving your forces vision. Then you have both better accurancy for your indirect fire and better idea of enemy positions to attack frontally or from a flank with sappers and IS. When enemy troops are already in the fight with your main forces and cant go out of cover you step in with your commandos from behind and turn the tide. Opponent didn't expect this so he may be vulnerable for wipes and one wipe can be a game changer. You can also wipe on retreat with both stens and gammon bombs.
Generally the whole point of camo changes is so that camo units need careful planning, understanding of mechanics and possibly support from other units instead of going on rampage on their own. If you can single handly win a match controlling only one squad at a time the game becomes more of a MOBA than RTS.
This is exactly how I use commandos in an offensive capacity. My gripe with the new camo changes is that it is now way more difficult to move the commandos into a position where they can come support the attacking force in a timely manner, since if they break camo within enemy sightlines for just an instant, they will be unable to return to camo, and must either retreat or try to take on the whole enemy defensive position themselves (not that any good commander would attempt that). Commandos already suffer from high costs, inability to effectively wage convential warfare (fight as mainline inf), inaccessibility (doctrinal and needs terrible gliders) and general 18min+ squishiness due to not having any RA vet bonuses. I never, ever use commandos like shocks or tommy rangers, because as you said, they don't work that way. I just want you to know I still don't want mindless, invincible wipe machines or anything, and understand how commandos work. I just think that the changes to stealth were sort of an unneeded indirect nerf to commandos. |
I didn't try a lot the stuart in the mod but a value of 75 near isn't going to cut it with the nerf on the stun shot.
Before going further: I'm not against the nerf. But the immobilization was the way to go near and then leave safely the area. Without that, you can't go sneaky behind a panther with a reasonable % of chance to come back alive.
Now that the stun only disable the main gun and vision, tanks will be able to follow you until the stun delay fade away and take your stuart down.
I mean, Stuart stun ability is kind of lame early game, but vs bigger cats, using it requires skill and need to be rewarded when well executed.
Imo, there are 4 options to overcome this issue.
1- put back the stun shot as it was BUT lock it behind vet1. So stuarts aren't that powerful vs 222s and Pumas when they it the field. = Reward good play and preservation.
2a- Increase the Stun shot range. Stuart can now use its ability more safely
2b- Increase the Stun shot range at vet1 if 2a is too powerful when the stuart hit the field
3a- Increase the Stun shot ability duration, so the stuart has more chances to come back alive
3b- Increase the Stun shot ability duration at vet1 if 3a is too powerful when the stuart hit the field
4- Increase Stuart lifepool at vet1 or vet2, so it can take one more hit.
With the Stuart, reaching vet1 is the more complicated because it is at vet1 that you gain full vision, once vet1, if you don't do anything silly your usually reach vet2 easily.
Or you could make the Stuart faster with vet (might help with getting away more than more health) |
Higher damage vs tanks = faster veterancy gain.
Medium tanks have about 70-90 rear armour, so a value of 75 near is pretty good.
Ah, that does actually sound pretty useful then. Thanks for the reply. |
Sure I did. The most amazing results could be achived in places like southern VP on kholodny, where you have plenty of cover near narrow passages. All you had to do in order to wipe a capping squad was either stepping out of cover and killing it with stens or planting a demo on VP and waiting with auto fire off. Both wiped most squads immidiately, in some cases, like sturmpio, you could use only stens, or for bigger squads like volks you sometimes didn't manage to kill everything with a demo and had to wipe the rest with stens. But for 4 men squad you didn't even have to waste muni for demo or nade. Free wipes all over.
Well yeah sure if your opponent is brain dead practically everything is free wipes. Demo charges are a bit different, but that isn't the point of the thread. Also, your scenarios, while definitely valid and a good use of commandos, are both defensive. What happens when you get any to assault a position but your commandos on hold fire get revealed halfway there? Or even while you try to move them to a flank to do so and they get engaged with multiple squads because their camo breaks? |