I am mainly a USF player and I love the sound of this doctrine. Every ability sounds really cool and useful. It's amazing that we'll finally have a reason to equip heavy tanks camos.
My concern is that this commander is so good it will outshine all others.
Won't need infantry company anymore, because you've got riflemen mines here.
With Rangers and Pershing, you've got two elite call-ins.
For defense you've got smoke, and on attack, you've got Combined Arms.
It really looks to me like this commander has no real weaknesses. It seems like the most balanced commander and also the strongest.
I suppose I might miss the P47 rocket run from Airborne, but as far as a "safe" commander that has all bases covered, I think this new commander is way above and beyond the others.
So I worry that the USF commander meta will become static after this new one is released.
Thoughts? |
At first I tried to use AEK, but gradually scored this. Now i'm just trying to survive until the Centaur arrives.
AEK has slowly turns housing and tower. He has no armor. Its effectiveness against infantry is low. The effectiveness cannon against medium tanks low too. TWP is triggered with a delay. Firing range usual.
Actually at AEK has two advantages - fast timing and smoke. It's not enough to spend a lot of resources on this armored car.
AEK like Puma but worse. More disadvantages and you need special tech for them.
Broken English aside, I agree with this man 100%. And also with others who have rightfully pointed out that it simply stalls the Centaur.
Centaur can chew through light vehicles and infantry like butter, which is usually what you want around the time it pops out.
The AEC is TERRIBLE against infantry and loses to or trades with most other light vehicles.
Its biggest drawback is that it offers no significant advantages to warrant getting it and stalling the Centaur.
Needs a buff against infantry and for its Vet 1 ability to work properly, and it will be viable.
Right now it's a waste of money. |
how can ur mortar position have a short lifespan? did u ever play coh1? mortar emplacements are meant to build DEFENSIV, at a keypoint or ur cutoff. i really dont know how it can be destroyed before the 10min mark. (except from the LEIG because its as op as centaur, but even then ur mortar pit is probably to close to frontline.
Constant barrage from 1 or 2 ISG forces you to Brace to survive. I mean, that's the OP's entire point in this thread. And once Brace wears off, the emplacement is going down. Their HP is too low for what you pay.
The last one I made was on the center VP on the North side of Rails and Metal. I placed it defensively, next to MG and AT gun. But MGs and AT guns can do precisely zero against ISG barrage. |
Current state of emplacements is terrible.
Before brace nerf it was hard to kill, yes, but it was easy to counter.
You did not need to kill it, to counter it.
One ISG/Mortar shooting at it was perfect counter.
Your mortar did not get any kills (shooting at emplacement) but on the other hand you forced emplacement to be on brace mode all the time so no kill for them.
It was simple and very good solution in my opinion.
1 unit shuting down another it perfect way.
Currently it's terrible.
No one will spend 400MP for immobile mortars which die fairly quickly once brace is down.
Bofors? Again, 1 mortar is enough to put it in brace mode.
It's like taking 3 units from Brits (that 17 pounder pop cap) which leaves them without mortars, mid game unit to hold the ground and without famous 17p.
Current early-mid game is dying.
No flamers to clear buildings (WASP will help until 222), no SMGs, no assaut rifles, no mortars, no smoke, no nades, no mid game unit to hold the ground (222, flamenwerfer, Stug E; 251/17, Puma, Luchs; Stuart, AA truck; Quad, T70).
This hole should be filled by Bofors or Armored Car but both are useless in current state, which leads us to desperate rush for Centaur because there is no other way to hold in front of HMGs and LMGs.
What's more, it's not like you can afford 400MP mortar pit 
I'm still amazed how 2 mortars covered by sandbags, which cannot retreat are losing to 2 mortars on the open field, without any special cover 
They should be hard to deal when using tanks or mortars, fairly easy when using late game arty like railway and very easy to infantry as a reward for getting so close.
Good post. Pretty much my thoughts exactly. In light of the Brace nerf, the Mortar Pit is entirely too squishy and usually feels like I just flushed 400MP down the toilet. Its lifespan is short and its field effect consists of getting 3 shots off before it is barraged nonstop by ISG, at which point I brace it, repair with Engineers (who die from splash), and then watch it slowly whittle down into a sad little crater. |
Vanguard doesn't replace Commando doc. If you JUST want commandos, you have to pay more overall manpower. The glider gives you the Officer. I am fuzzy on the math, but I believe you have to pay about 700MP total for the glider, officer, and commandos, whereas it's 500 flat for Commando only. You also have to wait for the commandos to build in that doc whereas the commando doc gives them to you right away, which is often what you want. Also, the bombing run is exclusive to the commando doc, and it's a great ability for blowing away entrenched positions. Vanguard doesn't have it.
The arty doc, contrary to what most people believe, is quite good. The trick is to only use the artillery after you get the Platoon Command Post (for second howie gun) and upgrade to Anvil tactics so you get the airburst.
Now you have a spammable (100 muni) arty that ignores FOW. It's not super accurate, but it is very good area denial and the lucky hits smash infantry and weapons teams. Say what you want, but it's an almost mandatory doctrine in 2v2 attrition battles where enemy sets up with ISG spam and hides behind armor.
The Sexton is a little misunderstood. Is it good? No, not really. Is it as terrible as people think? No. If you fire from max range, the shells go everywhere. The key is to move it as close to the bombardment area as possible. Then its accuracy improves significantly.
The Valentine is good. It's not a battle tank, it's an armored map hack. If you think a cheap, armored map hack is bad, I'm not sure what to tell you. |
Not a single one.
If vickers K had suppression mechanic like Kubel, it would maybe be worth it.
If it had AP rounds like in coh1 maybe it would be worth it.
Otherwise, WASP is greatly superior to it, even though you'll set building on fire before killing squad inside with it.
This is what I thought (and feared). Thanks.
I remember one of the balance devs on stream trying to make a case for it, but from experience it absolutely does seem inferior in every way. |
Hearing Germans speak German in CoH1 made them so much cooler and made the game so much more immersive.
Now that we have possibility for 3 languages, this is a must. I made numerous posts requesting this on the official forums many moons ago but gave up hope.
If it's a mod, can we still use it in automatch? |
I've been toying around with the UC since it gives huge vision against snipers now. I've been upgrading to the MG since it comes out a bit faster and I reason I can chase a sniper down with it better.
But honestly, the DPS upgrade seems small, and the suppression ability has short range, so your carrier moves forward, which puts you into faust range.
Is it ever worth going MG over flame? |
I was in the same school of thought as you guys but then i realised during a match how everything in the doctrine just clicks.
If you use the flares. not only is it better than a recon run but it lasts quite a while and it allows your sexton to dish out some accurate fire thanks to the vision.
The valentine is basically an 80 fuel sight track that can defend itself and the sexton. Think about it. it has smoke to defend your sexton if you get rushed. the wallhack lets you see where his troops are worth bombing and the vet 1 ability lets you override the cooldown on sexton.
The 100 muni arty is amazing for the simple reason that you can call it down through the fog of war.
The only thing that's meh is the 12 cp sector arty to be honest.
This doctrine works best vs okw and going for comets with piats on sappers. piats are awesome btw.
Tl;dr sexton is pretty good with the doctrine's perks. OP munis and have fun.
Pretty much.
The 100mu arty is the 45 mu arty the infantry can call in without a doctrine, except you can call it in through the FOW. It also has a very short cooldown. So basically you upgrade to Platoon Command Post (so you have both arty guns), upgrade to Anvil for the airburst, and then spam it on entrenched positions. It's very, very good and probably the best part of the doctrine.
Valentine is very useful, but you shouldn't use it like a battle tank. It's an armored version of the IR halftrack, nothing more or less. Use it to maphack where troop concentrations and tanks are headed so you can reposition MG and AT guns. If you see enemy sitting still, throw arty on him.
Sexton is absolute ass from max range. Up close its accuracy improves considerably. So you have to defend your line, know where enemy troops are, and move it as close as possible. In general it is bad, but it's not a total throwaway against turtles and OKW trucks. |
The Vickers bug is a "knock-on" bug. I worked in the QA industry for 3 years.
Basically Vickers Vet 1 bonus wasn't being applied... the Vet 1 bonus being "Fires longer range when garrisoned."
So they fixed that bug.
Now the Vickers range increases every time it's put in a building. That's the knock-on.
Very common problem in any game development environment.
They will fix it soon, so stop freaking out. |