Molotovs are also locked behind sidetech. Fair and balanced. |
Totally disagree, 100%, on Spec Ops. Best doctrine for OKW in teamgames. Flares to spot for your 2-3 stukas and cmd panther with another panther to hunt down damaged tanks, arty or flankers. Radio silence is also fantastic for flanking, and nades can get you wipes.
The “point” of the cmd panther is it can mark target vehicle and provide sight bonus, as well as other bonuses with vet. Absolutely worth teching to T4. |
I remember allies fanboys used that argument for years when shocks was and still are walking terminators.
Shocks became meta when their mid range damage was buffed. They are however quite overtuned and definitely not the standard for other squads. |
I think the best way to fix Falls would be to make them more expensive by 20-30mp and increase their reinforce time by 5-10 seconds (for 3 model reinforce, not 5-10 per model). |
Did you test it?
Apologies, didn’t realize I have a full-time job at coh2 playtesting units before a patch. I’ll do better next time. |
I have a question. So Falls are supposed to be this fragile ambush unit that has a grenade, camo, first strike bonus and can upgrade to lmgs. Why then are they able to fire their lmg on the move, which turns them from a great ambush unit into a broken A-move unit? Also was this unit actually tested before the patch? |
I would like to propose my idea for a KV1 rework.
I think the lethality of the KV1 will always be underwhelming. After all this was a tank that was deemed disappointing in the 1940 winter war. Based on the 1944 tech available in coh2, the KV1 is obsolete. I believe trying to make this tank work as a traditional tank will never make it work. Therefore I think it should become more of a utility vehicle.
New design proposal: Command KV1, limited to 1 on the field
Cost: 400mp 120 fuel
Stats: current stats for main gun and hull mg
Upgrades: Tank commander upgrade, adding 10 sight and improved main gun accuracy
Alternatively, dshka hmg that can function as AA
Remove the damage reduction modifier.
Scrap previous abilities
Ability 1: vet 0, combat engineers can hull down KV1, improving its rate of fire, range and making the hull mg act as a maxim with suppression and damage. To get out of the hull down, combat engineers have to dig it out.
Ability 2: Vet 1 capture sector, disabling guns
Ability 3: vet 2 smoke area which drops green smoke on a section of the front. Artillery or mortars firing at that location receive lower scatter.
Ability 4: vet 3 provide healing aura around the tank for 20 seconds for 30 munitions.
Due to abilities gained with vet, no combat bonuses should be given to the KV1. |
Why bundle them when you can let them upgrade both?
It's a 300 MP unit. I see no harm in letting you turn it into a worse version of Bazooka RETs.
That would also work, yes. |
THis may be unpopular, but I don’t think relic should have removed cold effects. Since computer lag was an issue with badly programmed blizzard effects, they should have just made maps with pernament blizzardn effects minus the blizzard particles. |
But what if I don't want to permanently handicap my 300MP unit with -25% anti-infantry DPS just to get minesweepers (for 70-90MU even)?
But what if I want some doctrinal mobile AT as okw to fight off light vehicles? Do I pay an extra 300mp to get a 2nd sturmpio squad to get a sweeper? Why do all that when you can bundle them together and get both a sweeper and an AT. |