I did not see the reply but it sounds like the same problem I faced on this map playing 1v1. One question, did you try making teller mines to cripple their is2? |
The problem right now is that our coding team is quite small and it's really time consuming to develop even the core features of our website (we still need proper VODS and EVENTS systems on COH2.ORG).
Our replay parser for example is still broken and Seb is employed full time in RL, which means that he doesn't have much spare time to fix it.
Just curious to know, if you were to outsource all the coding work that needs to be done, how much would it cost? |
I think if you are using rifle commander you have the edge to disrupte OST fuel so much he would have no way to tech and possibly have to relay on call ins as well. |
I use them often and in the right place they are excellent. The key is to make no more than 1 or 2 max and use them for their shock value early in the game and later to shadow the mg and cut down flanking units (especially cons with molotiv).
Make it 1 CP or 2 CP and give them more armor etc.
Sorry to say but this is the worse thing to suggest, what is the point of having them at cp1/2, to lose their shock value which they are best for? Plus by CP1/2 pg are already available so there is no point in doing that. |
Out of the six available USF commanders it seems the favorite for most people is the rifle commander. Looking at it, its the perfect 1v1 commander because you can get vet rifles with two great upgrades (flare and flame thrower) and then call in one of the best tanks in the whole game with no teching investment. Plus if you are playing against OKW you can abuse him with phosphorous barrage.
I honestly don't like it and think it's op, but my favorite would probably be the Armor commander because you get assault engineers that can lay mines and demos and at cp7 you get the m10 call in quite early. I think it's well balanced and offers a unique way to focus on infantry and t1/t2 and then use call ins to cover for tanks without being abusive towards the opponent.
I also, like the infantry commander, because of the LMG/defensive (plus having no teching cost like bar) and the ability to lay mines. The artillery options are great, a mobile howitzer and a good off map.
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This is a very interesting game in which I was able to use the German Mechanized Doctrine commander to almost its full potential. Scopes on a vet 222 reveal the entire map and the howitzer does the rest. In several instances I was able to hit his tanks (being repaired) in his base because I could see whats going on. A very effective and deadly feature on many open and small maps. |
Elite Rifleman:
No, giving riflemen faster vet is not good, the new and current setup is better.
Soviet Weapon Team:
No, because it would make them very weak toward German infantry in general and OST mortar and snipers in particular.
Long Range Combat:
Yes, this can be a problem sometimes, but it might be related to map design also.
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it dies in 3 shrek shots
same can be said of su85, it dies in 4 hits, but it doesn't have 240 damage, super fast speed, and a rotational turret. A tank shouldn't combine all those features for such a low cost. |
The M36 Jackson feels like the original su85 on steroids. This tank has the best of everything in AT including:
speed 6.5
damage 240
penetration 200
range 60
reload 5.5
And it only costs 350mp and 125fu. I dont know why relic made it such a killing machine but against OST it's not fair. One M36 can engage a tiger before it can get close enough and it can accelerate/move away super fast while maintaining it's line of fire because of the rotational turret. Panzer4 fares worse, because of the insane damage 240 and again range. Only the panther has a decent chance to deal with it, but getting a panther for OST is not practical because of economy and teching.
Mind you some will argue that the M36 is short changed in other areas. I looked at it's full stats, and it has practically the same armor as the su85. It's only drawback is the low health (480). So for 160 less health it gets more speed, more damage, and a rotational turret, that's just too much.
I think relic should consider reducing the M36 damage to 160 inline with all other tanks. This way it's not such an abusive tank towards the OST. |
I changed my commander choice in this game to see how well ppsh and hit the dirt works against OKW and to my surprise it worked pretty good. I still prefer using it against OST though. |