fire top 10 when? i used to be top 10 XD but playing randoms is like throwing dice |
actually i never turned the map Becouse i found the angle very hard to get, thanks for the tip turning it with tac map, that way you can keep the angle you are used to. I will definetly try it out |
I don't have any use for an extra UKF healing option anyway because I use Infantry Sections like anyone else but the balance team decided UKF needs more heals so they added the horrible medic squad which no one likes because of how awkward it is.
You have to click the AOE heal button if you want decent heal speed and every time you are not careful you will select the medic squad when leaving base. It's just unnecessary extra micro that you shouldn't need to put into healing units.
At the very least they should add a button on the UKF medic squad that locks it in place so it doesn't leave the base.
you know you can build a hq (with sappers) the forward assembly i believe it is called for 200 mp and 60 ammo to heal. That was what i was referring to |
the rocket strafe just comes to fast and is too cheap IMO. Il2 bombing is much slower, i suggest increasing the time it takes to arrive for like 1s upping the cost to 150 and see how it goes. |
Considering there is a UKF hotfix coming and Perimeter Overwatch and maybe Infantry Sections will get nerfed, the balance team has a chance to fix some additional stuff.
- UKF medic squad replaced by static, standard healing option for 200-250 MP. No need to explain this too much, everyone hates the UKF medic squad and I don't know why they went for this weird implementation. It's by far the most awkward healing option in COH2 and serves no real benefit.
Special Weapons Regiment:
- Supply HT at 4 CP for some reason. It should be 2-3. I don't know why a supply half-track without combat package comes at 4 CP, only CP earlier than Valentine.
- Hold the Line Ability needs to be totally reworked. I don't know why this thing still exists in its current form. You pay 250 munitions for a combat buff that is worse than the one you get for 50 munis from OKW For the Fatherland and the planes that arrive delayed only work on your own territory (if they work at all). So in order to counter a 250 muni ability, all you need to do is move your units out of the enemy sector for the time of the duration and you have plenty of time to do so because of the delay between the start of the ability and the actual plane arrival. Not sure how this is supposed to be used efficiently. The planes are quite good but just too much of a gamble and most likely you will just throw 250 muni away for little to nothing. https://www.coh2.org/post/create/thread_id/105499/quote/821701#
you know they build the hq with 200 mp and 60 ammo which heals? so you want an additional healing option? or do you want the hq reworked into SU like medics? |
please do look up partisan vet vs stormtropper vet , tell me how bad it is
do you keep in mind that stormtroopers have much higher dps and rec acc to begin with? They actually have a role since they really schred support weapons and infantry if they get close. Nobody needs an anbush unit that costs the same to resfresh as assoult grens and looses to them.
Have you actually tried using partisans? They are litterly quite a joke and a big meme. Nobody wants partisan terminators to return but partisans ability is hands down the worst sov ability with vehicle detection |
Mp40 volks are fine.They deal good dmg+ they get a rec acc buff which is nothing to be scoffed at. Flame hetzer is also fine, it has higher armor less target size and bettet vet than an ostwind. Plus it is cheaper |
Ai partisans need better scaling for the lategame, and maybe a refrehsment cost reduction. There are just so many infantry sqads that simply outperform partisans. I would suggest giving the ambush bonus at vet 1 and adding some more rec acc with vet. Refresh could go down to 22-21 ish. Whats the point of an infiltration unit, that dies to vehicles and basically evrything in the axis rooster exept vet0 grens and vet0 volks? They are simply to punishing to use
At partisans are a big joke, very expensive to refresh and nearly to no impact it is a reason why no one plays OKW sturm with schreck. One is not enough. Their ambush capacities are a joke, and your better off with ptrs cons which are also considered a meme.
I actually would suggest them to be reworked in having ptrs and the con ptrs nade assoult. Since ptrs are better against vehicles and you wont be hunting tanks out in the open anyways Becouse of high cost and shit survivability (the tank mgs just murder you) |
Isn't that just because of delayed targeting? Most similar abilities will aim and lock onto a target and then it takes a few seconds for the ordnance to arrive. Neutralizing the territory while the shells are already flying won't cancel them just like moving out of the circle for aircraft strafes won't cancel their attacks when they've already acquired a target. I'll do some testing.
i dont know it exactly i was just confused loosing 2 sqads to a aneutralized sector this can be very frustrating since basically axis def overwatch stops at the moment the sector is neutralized, while having a similar cost of 200 |
Well, you can kind of counter it by capping flags. Especially when using some of the capping speed abilities to quickly neutralize territory so the overwatch stops there. But yeah PO is one of the things that surfaced now that UKF is becoming a more and more solid faction and it will definitely get looked at. I was thinking duration from 120 to 90 and maybe the CP cost from 10 to 12. I'm not sure what the cooldown is currently, at glance it doesn't seem to be particularly shorter than other similar offmaps, but I'd like to avoid double/tripple nerfs anyway.
exept that its buggy and barrages that got called in still land vs neutral sectors. It killed my sqads in neutralized territory.
Seems to work the same way as the planes that target tanks even when they move out of circle (not asking to nerf that though) |