Profile of BeastHunter
Post History of BeastHunter
Thread: My Balance thoughts on Revamp Mech Company10 Oct 2018, 11:33 AM
Could the M3 movement speed be looked at? Currently it is the most interesting unit the doctrine has to offer as it allows the bazooka (+ minesweeper) tank hunter that might dive deep behind enemy lines and can escape due to the ridiculous speed if you use all the available speed buffs: vet2 (passive +30% like other halftracks) roads (+ 50% all other vehicles) and the one that disturbs me the vet 1 ability that offers +75% more maximum speed for 20s with 8s cooldown without any costs! I think the drawback of not using its main gun is just about right for the WC51 which usually uses its maingun and might need the ability to escape with its low armor value compared to m3a1 or UC, but the m3 halftrack could maybe use a bit different vet1 ability that maybe just boosts the acceleration and the received accuracy like the soviet ability "Overdrive" maybe the vet1 ability could be somewhere in between offering better acceleration and better maximum speed for a small symbolic cost (10 muni) while having both at reduced levels (for example +30% acceleration + 35% maximum speed maybe stop the main gun from firing and lower the received accuracy a bit) the cooldown could also be raised to the abilities lenght to allow the chasing of slowed vehicles that drove deep in enemy territory. In: COH2 Balance |
Thread: Feedback for Commander Revamppatch7 Oct 2018, 16:53 PM
Last time i tested it it doubled the ressources of the sector but only for the owner it works like the opel blitz truck but also locks down territory like the usf major at vet3. In: Lobby |
Thread: 80 min slugfest on La Gleize6 Oct 2018, 11:58 AM
Pretty even game on high (3v3) level, it suffers a slow start but features all the fun stuff this game has to offer. In: Replays |
Thread: Axis artillery/Lefh overperforming6 Oct 2018, 00:15 AM
Simply spam arty on repairs. Or you could use arty/planes on the position and get them moving if they move they lose their combat effectiveness. In: COH2 Balance |
Thread: Axis artillery/Lefh overperforming2 Oct 2018, 10:09 AM
There are commanders to counter artillery pieces in every single faction if your whole team doesn't use offmaps and you cannot provide recon you may have made bad or poorly coordinated commander choices, if you cannot push a 400 mp 50 fuel investment that only "fights" every 90s. In: COH2 Balance |
Thread: Teller mines and OHKs29 Sep 2018, 17:18 PM
As stated before i think 320 damage for a Tellermine would just lower the use of all allied halftracks, the m20, UC and greyhound as they have 320 or less hp so its just a buff for t70 stuart or aec which i don't really understand i would rather prefer the damage lowered even more and instead changing the critical to keep the tellermine useful otherwise i would rather build riegelmines. In: COH2 Balance |
Thread: Teller mines and OHKs29 Sep 2018, 16:23 PM
How about slightly reducing damage and having it immobilise light vehicles? (but not heavier vehicles) Immobilise would be to strong even if it only effects light vehicles. It wouldn't really be used if the mine would only be useful against light vehicles either as you have to reduce the damage which again weakens the performance against all targets. Another way would be some timed crit like a few second stun or timed immobilisation but that would weaken offensive mines which are easier to sweep anyway. In: COH2 Balance |
Thread: Teller mines and OHKs29 Sep 2018, 13:45 PM
It has the usual light engine damage crit if it doesn't get changed i think if the high damage is a problem they should lower it significant to allow other light vehicles do the same stuff as a stuart/t70 or aec while changing the performance against mediums / allowing follow ups by changing the crit type i think a straight up nerf isn't needed as its not cheap with 50 munitions and can be swept usually most players use only one light vehicle and then it should be able to sweep at that spot for mines. In: COH2 Balance |
Thread: Teller mines and OHKs29 Sep 2018, 11:09 AM
If you reduce the damage by a small amount it will still onehit slightly lighter vehicles like: uc m3a1 m3 m5 m15 or m20. In: COH2 Balance |
Thread: Teller mines and OHKs28 Sep 2018, 18:32 PM
I do when i use 251 halftracks as forward reinforcement points. Fits pretty well in both doctrines that have access to them but unless you are in the lategame or just retreated your pioneers tellermines would do the same or a better job (400damage engine damage/320damage and tread damage) In: COH2 Balance |
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