Bars are much needed for the USF because without them you can't pick any commander outside of infantry and airborne and expect your infantry units to scale into late game at all.
As for the weapons rack system, it's annoying, but has its plus, namely the ability to equip any infantry unit with weapon upgrades including REs.
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Post History of Abdul
Thread: Reduce cost of BARS and Bazookas?29 Sep 2014, 20:30 PM
In: COH2 Balance |
Thread: GrayHound Preformence29 Sep 2014, 19:32 PM
I would be more than happy to see the m8 make a triumphant return. If it does receive a series of buffs I would like to see the canister shot removed or toned down. Abilities like that should not be in this game. It sucked back in vCoH and continues to do so here. Yea this ability is retarded, fix the m8 performance and then remove it. On a general note, I would not use this unit/commander against okw. In: COH2 Balance |
Thread: why kubel is still op? 29 Sep 2014, 15:19 PM
even with a fuel cost i will not a change a goddamn thing. usf will still be screwed on certain maps. the issue is not the kubel itself. its the usf's ability to defend itself against early light vehicles. a price reduction of the zooka and removing the teching cost will solve a lot of issues. Adding a fuel cost makes spamming it very costly for the OKW player, because for every 10 fuel he spend on getting 1 kubel he will delay his teching at least 1-2 minutes. This makes spamming kubels risky because he can end up facing an m20 or aa ht with no puma to counter it. As for removing teching for bazookas and making them cheaper that would introduce so many problems. USF player could skip building anything and just spam rifels and equip them with bazookas. Imagine 5-6 riles running around the map with 1 bazooka each. The solution to the kubel problem lays in the kubel itself, because it is an op unit. In: COH2 Balance |
Thread: Reduce cost of BARS and Bazookas?29 Sep 2014, 08:41 AM
They could reduce the cost of bars to 45 ammo and keep them around the same, but not bazookas, those things need fixing. In: COH2 Balance |
Thread: Where are we on recon support? for 2v2 at least29 Sep 2014, 07:05 AM
What would you guys think of this commander if the combat group came with a crewed AT gun? Better because you can use it right away and worse because you can't give it to your teammate. What I would like to see is the combat group changed: http://www.coh2.org/topic/24522/airdropped-combat-group-cost-problem/page/1#post_id220152 |
Thread: why kubel is still op? 29 Sep 2014, 04:42 AM
I think relic needs to decide what the role of this unit should be. A suppression tool on a scouting unit with great mobility is just too much. Yes Kubel was always a beast. But low hp and poor micro and poor overall appreciation of the unit made it suffer. Yes some players used it very effectively even before the Spe 9th patch. It was most useful on maps with open cutoff/fuel like moscow or minsk. People were not using it because they were told it sucks, due being op for a while they excessively were using it and now know how to play with it. It's pretty much what is was before, if you are still complaining it's op, you are clearly overdoing it. plus a huge improvement to its movement because of pathing improvements and an increase to its range.
essentially that is what is happening. In: COH2 Balance |
Thread: Off to Japan Tomorrow.28 Sep 2014, 16:41 PM
best regards In: Lobby |
Thread: why kubel is still op? 28 Sep 2014, 16:35 PM
With Sep 24th patch relic reversed most of the changes that were introduced in the Sep 9th patch which made that unit so op. Nonetheless, the kubel is still op and still dominates the early game so much. On first thought this does not make sense, however there is one important change that was omitted, it effects all vehicles and its a good one, but it also unleashed the kubel's op side: Pathfinding If you remember before the Sep 9th patch all vehicles suffered from very bad pathing problems. For example, when you ordered the m3 to reveres, it would move forward 4m and then start reversing. In the kubel case this was causing it to behave very erratically and often end up getting destroyed before it could get out of trouble. Now that pathing was fixed its high stats make it very op unit. For example, its fast acceleration (4.5) makes it hard to flank, it's small target size (10) makes it hard to hit, and it's high sight (50) awards it sufficient awareness to never get in trouble in the first place. The last patch has fixed some problem, primarily excessive damage and suppression on the move, but it's still an op unit. If relic wants to fix this unit they need to add a 10 fuel cost, increase its target size to 15, and reduce it's acceleration to 2.5-3. I think with those changes this unit will be closer to balanced. In: COH2 Balance |
Thread: LMG spam, is it really okay?28 Sep 2014, 04:59 AM
lmgs in general are one of the worst early game design elements in coh2. They break down the game mechanics that make this game fun including cover and flanking, because they make blobbing rewarding. If you have 4 squads of lmg grens or rifles all you have to do is keep them together and focus fire on your opponent that is trying to get closer. You will destroy him before he can get close enough to do any damage. Your opponent is forced to either spam his own lmgs or use cheesy tactics. edit: i dont think the rifle grande is that amazing, at least against sov 6 man support weapons, it just kills half the squad, pretty consistent with other grenades. In: COH2 Balance |
Thread: m3 ninja buffed?26 Sep 2014, 08:51 AM
Ok, that clarifies everything, thanks. To avoid any confusion I hope we can have an admin close this topic. In: COH2 Balance |
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