I think that units in COH 1 got XP from the mines they planted, since i remember getting veterancy on PanzerGrenadiers once a enemy M8 armored car exploded on a tellermine that they had laid down |
And Pak43 can't be destroyed by mortars so easily, can't be destroyed by at guns (when crew is on), can't be destroyed by small arms fire, can shoot through obstacles, it's cheaper.
You use brace agasint flames, small arms fire, mortars etc.
Pak43 dont need brace casue, except for being decrewed, small arms of flames won't kill it.
I think that is has something to do with they way the crew is protected, since Artillery crews and PAK 43 crews have always been very hard to kill, they seem to have huge damage reduction on them, since enemy fired his panzerwerfer at my ML-20 and the crew took a direct hit, but all 4 crew members were still alive with very low hp, so maybe Relic should nerf their protection bonus, so they could be killed easier?
( Nerfing Arty crews would make getting veterancy on them almost impossible ) |
make officers support units. like artillery field officer
Arty officer has cheap smoke barrage and has 7.44DPS on his luger at close range, he is deadly at extreme close range fights since he starts spamming his luger every 0.3 sec and empties the whole clip on a enemy soldier in 3 seconds, but after that he needs to reload the 8 round magazine for another 3 seconds, so he is kinda hard unit to use if you want to get the best DPS out of the squad (even USF Major has good DPS on his colt pistol, and even better range than the Arty officer, but its kinda like using medics on the frontline...its damn risky) |
I don't get it... why is the 43 fine at 10 pop, and the 17pdr fine at 14? What are you basing the 4 pop discrepancy on, given the reasons you've put forth for reducing it to 14?
Well it has Brace, and cant get stolen or decrewed, just like the British trenches are immune to enemy occupation, but i mean even the ML-20 or the leFH 18 cost 15 pop cap, and those things are rare to be seen in 1vs1 situation, so 14 pop cap for 17pdr is fine for me, but maybe the fuel cost could be reduced to 50 (fuel cost for 17pdr was 75 in COH 1), since bofors is 30fuel |
Voted PAK 43 to be fine as it is (the thing has had its shiny 100 range nerfed, so 10 pop for it is fine)
Voted 17pdr to be 14 popcap, i mean 20 for it is insane and as with every immobile tank or a emplacement, in time they will get shelled by offmap strikes or by the enemy howitzers so you dont see them that often
(As for the people who were wondering about the huge popcaps that units have, well in 2013 when units had very low population gap, you had situations where your mp income would be around 80mp income per minute, so building a huge army had its penalties, unless you spammed tanks and never lost them, since you dont need to reinforce them) |
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Close the pocket nerfed?, but its supposed give you huge reward for high risk gameplay by rushing to the enemy´s cut-off and holding it until you manage to activate it, could someone test the ability, since it used to drop 105mm shells and panzerwerfer rockets on the enemy |
I know all those tricks. Every last one. However, watching WW2 documentaries on how much trouble Barbed Wire caused made me dream for those moments being brought into the game. Using explosives like the first scene inthe first mission of the CoH1 campaign. So I decided to share that vision and wanted them to function that way. Only to have it get shattered by elistists who can't embrace possible change and don't even want to bloody discuss it. Just one idea is enough to bring the snobbery out in people.
And admittedly, I haven't watched replays for a long time and stopped building Wire a lot when allies would run over it all the time. So yeah...
Not that it matters, I give up on the idea. Lock the topic, someone.
COH 2 has less defensive options than in COH 1, where you could camp in 1 part of the map and have no worries for the rest of the game, im sure you would like to build a solid defence line with mines and barbedwire protected by MG´s and AT guns, but doing that is difficult since the barbedwire can be removed very easily and it takes longer to build than in COH 1
(Even if you manage to build a set on barbedwire the missed shots from tanks and AT guns scatter all over the map and usually hit the barbedwire and not the enemy, thus reducing its effectiveness even more) |
I use T34/76´s to kill enemy infantry and AT guns to protect T34´s from enemy armor, The T34´s can protect AT guns from enemy flanking attempts aswell, and AT guns keep Panthers at bay.
I wish that this unit stays the way it is, since it still has that 3%-5% chance to cause a main gun critical for the enemy tank while ramming it, and you can always replace it if it gets blown up, thank you Relic for the 80 fuel T34/76´s!
(Remember when T34/85´s were call ins and everybody thought them to be OP when combined with Mark target?, those tanks are actually still very good, but you need T4 for them aswell, there are better alternatives like the IS-2, so people rarely use them) |
150mm vs 203mm
???
All right you caught me, basically it could work like copy of ML-20 howitzer, dealing 200 damage with a 8-10 shot barrage, enough to lockdown an Area or shell enemy´s base to the ground,
Or make it fire 4 shots with 320dmg, so it can act as a shock unit when it appears |