Profile of rumartinez89
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Thread: Suggestion to smooth out tech and diversify late-game12 Sep 2020, 23:15 PM
I like the rearrangement but the way you have the units split up it would make captain useless as others have said. If the tech was changed to be more like Osteer(LT to CPT to MAJ) then it would make sense. The biggest issue would be the amount of infantry squads and cost of teching so that it doesn't come to fast. In: COH2 Gameplay |
Thread: Making OKW Battlegroup viable12 Jun 2020, 02:40 AM
I would think a small bonus would be the way to go. LMG upgrade for Volks or 10% faster vet for Volks/sturms or bolster for sturms/Volks. In: COH2 Balance |
Thread: Improving the timing of doctrinal vehicles24 May 2020, 16:45 PM
Does anyone know why the greyhound is tied to CP and not tech? It seems to come way to late in 3v3 and up. In: Lobby |
Thread: USF Airborne Company5 Apr 2020, 12:18 PM
Thanks for answering. How about Pathfinders with better received accuracy at vet 0? I would assume the change in base stats would make them more durable vs the units built at base. In: COH2 Balance |
Thread: USF Airborne Company5 Apr 2020, 11:55 AM
Instead of adding new abilities, what do you guys think of reducing the received accuracy by 5-10% for the Pathfinder at Vet 0 along with the ability to reinforce at the beacon. This would differentiate the two pathfinders squads a bit more. With the change to the pathfinders, it would indirectly buff the airdrop mg/at by allowing for early pushes without having to build an ambulance to reinforce. While making them a bit better than stock due to the self spotting and better durability. A question I had for the more knowledgeable, do the crewed weapons keep VET stats of crewing infantry? If it does then crewing an MG/AT with a VET 2/3 pathfinder with the additional received accuracy bonus could function like elite support weapons. In: COH2 Balance |
Thread: Undeniable Easy Eight problem.30 Jan 2020, 23:13 PM
Unit seems fine to me. Like most said the commander is fairly weak. It would be nice if they added rifleman incendiary grenades to the flamethrower ability. Beacons could be added to the Rifleman flare ability. This would allow the commander to be focused on rifleman utility and Muni starved so that it is not a BAR fest like it normally is. In: COH2 Balance |
Thread: USF Rework9 Nov 2019, 20:11 PM
Hi guys, new to the forum but have been lurking for a while. I am a USF lover and had an idea about how to rework the tech tiers so that all units are available. First post so be nice and i apologize if someone posted something similar. Start game with 0 gas Lieutenant cost 280 MP 10 gas. Tech time stays the same. No bazooka upgrade Unlocks AT, MG and Howi Captain cost 280MP 60 gas. Tech time stays the same. No Bar upgrade, supervise locked behind Vet 1 Unlocks M20, Stuart, AAHT Major stays the same I was thinking this my reduce the WC51 spam to open the game and allow for more varied army composition. The LT gas price is to avoid LT rush and force some opening infantry. The increased MP price to slightly nerf infantry spam. This would also give USF AT gun in all situations so that a better solution could be found to the Jackson problem. Supervise was removed since M20 rush could become cancerous. Another completely unrelated idea I had was to give Pathfinders a single M1919 upgrade after tech to LT/CPT and making Paratroopers Thompson/Zooks only. This could potentially make Pathfinders a better sniper counter while improving synergy with Paratroopers. Thanks for your thoughts and input. In: COH2 Balance |
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