I would like to know which bulletins stack, or at least of the few good bulletins stack. Stuff like molotov range, kubel speed/accel, those kinds of bulletins that actually effect a units performance. |
Its very random in my experience. Sometimes it deals heavy damage to enemy tanks, sometimes it misses completely, sometimes planes get shot down immediately. I think its quite broken in the current state, half time it does nothing, half time it win you games.
I agree with this, and I think it's a key problem with giving OKW AA guns as bunkers. It makes all air abilities complete guesses. Maybe they'll crash immediately, or maybe they'll loiter the entire duration. It's not fun gameplay when abilities become complete coin flips. Especially 240 munition abilities. |
I think everyone is basing their decision right now on the assumption that AA is just gonna be another normal single player campaign. It might be, but if they do what they're hyping and it's dynamic and has good replay value I can see a price tag of $40. Especially if I was a single player guy, I could definitely see myself spending 40 bucks for a campaign you can play again and again e.g. Shadows of Mordor, Total War games, Civ games, that kind of game.
Guess we'll have to wait and see, no way I'm preparing anything until I see real gameplay footage. |
i watched a lot of replays of all type of players but i never saw any one use this ability. this is realy good when teamed up with jacksons
Yeah it's shockingly underutilized. The biggest drawback is the weakness of both T70s and 222s. If you're not attentive they can each be killed in like 1 or 2 shots. And it can be difficult for them to vet up safely to get that extra sight range.
Back before WF one of my favorite 2v2 combos was Elite troops + Elephant. Your teammate could get a 222 with spotting scopes, and then you could instantly vet it up to vet 3 where it could then see across the entire map. No more bad flanks for you, and only bad flanks for them. Shit was dope. |
Idk if Relic will even check this, but I would like the vet bonuses and the commanders of the VCoH2 armies to be re-examined.
WF vet abilities are awesome and really add new stuff that the unit can do and be. For example, poison nades for falls, perma-sprint on USF officers, self-healing on paras, gaining sniper cloak on pathfinders etc.
Compare that to the vast majority of VCoH2 unit vet bonuses. Medic pack? Tripwire flare? F-ing Counter Barrage? Cuh'mon sawn. Almost every WF unit has at least one sweet vet reward, where there are only a few VCoH2 units that have interesting or worthwhile vet abilities. Armored skirts are cool, Oorah on Penals are cool... Annnnnd that's about it. Other vet abilities are either extremely weak, or powerful but boring. TWP, Sprint, Incendiary rounds are all powerful abilities, but compared to how cool shit like getting an extra squad member for REs, cloak on raketen, concussive nades on sturms?!? Like come on, you get grenades on your pio squad, that is fucking sweet.
And there a bunch of old commanders that are basically worthless now that they are matched against WF armies. The elephant is pointless against USF which has no heavy armor to speak of, and it is completely redundant in team games while the Jagdtiger exists. Irregulars, M42 light AT, DShKa are all pointless as they are currently. |
Nope, intended. Vet 2 gives a sight boost at all time, which then stacks with recon mode giving huge sight range. A similar thing happens on 221/222s with spotting scopes. |
They also need to change the animation so that its more obvious that the ability is actually working. At the moment, a lot of the time you just kinda hit the button and hope to see the engine damage icon after a few seconds.
I agree 100%. This is compounded by the fact that abilities will sometimes not go off, or cancel themselves. I can easily tell when a gren puts away his rifle and pulls out a panzerfaust, it's extremely difficult to tell at a glance if my rifleman is actually shooting an AT nade. |
This guy is my hero!
Stop it you're making me blush |
Well in that case, the LT is more than cost efficient if you lose more than 1 guy when you reinforce. 200 mp and 50 fuel for T1 unlock as well as what is essentially a rifle squad with better vet bonuses is dope. |
Just curious, exactly how much is the reinforce cost for LTs? |