It would be interesting if custom commanders abilities were auto-tuned by popularity of usage (not just inclusion).
Your custom commander has a set # of points to spend on commanders abilities - say 20.
The more popular a commander ability is, the more expensive it becomes to include. If Tiger Ace is really OP and everyone starts using it, it's cost will increase to the point where including it in your commander layout cripples the overall ability of the commander. At the same time, if people stop using something like allied mortar half-track, it becomes a bargain to add it to your custom commander. One problem I see with that is what if a build becomes popular but not because its op, just because it's all useful together. The changing cost would effectively make that build impossible. |
Heck yes I want custom commanders. Of course some abilities shouldn't be mixable , like fuel drops and tank call ins,or muntions trade and lingering plane abilities, but with a little forethought this would be brilliant.
I would go ost, smoke, stug e, arty barrage, tiger.
Some abilities could be left out all together from custom like tiger ace and troop training.
We've already seen how op custom commanders can get in coho, and it's not even close to being possible like that in coh2. Unless that is each ability has extra unlock tiers.
Even though it was filled with op scrum builds, it was a ton of fun and had people excited, and playing. |
my two cents is coh2 tourneys arent popular because the game has a low online player base period. I play coh2 even though I find it quite boring. I only play because its the closest thing to what I would like to play. So many people who bought the game just stopped playing, even I do off and on. Make coh2 a more interesting expansive game and things change. But until then not many will care enough to play in tournaments. I can't shake the feeling of coh2 being a watered down version of the previous versions and not an improvement.
Even the people who sign up for tourneys are then like meh, i don't really wanna play coh2. I wish relic would stop trying to make the game safe and make it fun and exciting again. |
Im glad this one ability was nerfed hard. Its a stupid mechanic, disabling the engines of tanks so it only works on its auxillary engine. Yeah I know that sounded stupid but how do you pinpoint target an engine in order for it to only function at 15 percent instead of being destroyed.Or ram a tank and reduce function of its engine. Consistently and reliably?. The engine damage thing was always a bad mechanic even from coh1 and I rather see it choke and die. |
on a side note, When I first saw the sturmtiger in the Western fronts trailer, my first thought was "how long will it take relic to nerf that into oblivion"
much longer than I expected but I'm sure they'll probaly nerf the grenade launcher soon.
Sturmtiger grenade abilty moved to vet 5.
SturmTiger vet 5 inreased to "you will never see that shi... ever" from "you will probably never see that shi"
Sturmtiger crew now needs to exit the vehicle to use the grenade ability.
Sturmtiger range reduced to 30.
Sturmtiger must purchase tracks before moving. |
no one asking for a nerf.
It was already nerfed point being. |
Why in the world the strumtiger needed nerfing is beyond me. Its dangerous to buy as a fuel starved faction, dangerous to reload its single shot at a time, hardly anyone built it in the first place and it cant defend itself vs anything. A percentage of the time it shoots shot blockers instead of aimpoint and has a very very niche use so making it harder to use doesnt seem to have any real justification. |
no no and more no. As soon as they start supressing as intended ppl will cry op. And then they will get nerfed and it will be just as bad as the mg42.
Why should they buy just like everyone else when they dont have the income of everyone else? That's the whole point of this horribly designed faction.
hmgs for axis are not relevant, more of a small nusiance for allies than anything, I agree. |
exactly..it is op because it can kill 1 or 2 units per shot? When it didn't do that it was useless. By this logic the ostheer sniper is op. It dies almost as easy as the stug e. |
Are people talking about how it's on par with T34 AI or "as OP as the SU76" serious? I mean, I don't think it's an OP unit, but I don't know how you could deny that it's a very effective AI platform. It has a good ROF and thanks to unit clumping can be exceptionally deadly at times. Based on my experience it's much more effective than T34 at wiping large numbers of infantry. And it's cheap, comes with a good doctrine, and doesn't require teching! The comparison to a T3/T4 stock soviet unit seems puzzling. While the stug e is in fact better at killing infantry I agree, in practice it's as good as fighting 6 man squads as a t34 is fighting 4 man squads. Although the real benefit comes from fighting grouped up blobs, in which the the stug e does really shine. |