Rifleman Veterancy
Vet 1: Unlocks the 'Anti-Tank Rifle Grenade' ability
Vet 2: -23% received accuracy, -20% weapon cooldown
Vet 3: -15% received accuracy,+30% accuracy, -50% ability recharge time, +25% grenade range
Rather than a straight up buff to rifleman, I believe they (along with some other units such as Grenadiers) could use something I like to call "Veterancy Smoothing". Basically most units in the game do not receive a combat related bonus at Vet 1 and then get a huge bonus at Veterancy 2/3. I would like to see these bonuses/power spikes spread out across each veterancy level to make the unit performance more consistent and gradual as they vet up.
Example of New Rifleman Vet
Vet 1 : -12.6% received accuracy,+10% accuracy, Unlocks Rifle Grenade
Vet 2 : -12.6% received accuracy,+10% accuracy, -20% Weapon Cooldown
Vet 3 : -12.6% received accuracy,+10% accuracy, -50% ability recharge time, +25% grenade range |
One of the main issues with COH 2 is the lack of a clearly defined role for certain units such as the Comet. The Comet tries to do way too many things at once and ends up doing nothing good for the cost/price associated with the unit.
One thing that the British lack is a Heavy Tank such as the Tiger/IS-2 etc. The Comet was considered to be one of the best British tanks during WW-2 so this tank is a candidate to fill such a role within the British army composition. The Comet could be adjusted to become the British version of the Pershing without creating a unit that is flat out better than the Panther/Firefly and overlapping with other units. |
How does its vet stack against the cromwell? I wouldn't see issue with mirroring it (the t34s are the same, commit to that sort of design) but for the price difference to the cromwell the comet is acceptable. It has the most armour of any medium now does it not?
As for the p4 and panther matchup, it shouldn't be a no Brainer no matter the enemy lineup, it will Excell against some builds and be less effective against others. Against panthers you would be better off with a churchill and firefly than comets and cromwell anyways, but against p4s you can do no better than the comet. I think that's reasonable.
Cromwell Vet
Vet 1 : Unlocks Fire Smoke Shell
Vet 2 : +35% Turret weapon rotation,+30% reload speed
Vet 3 : Speed +20%, reload reduced by 20%, vehicle rotation +20%,
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Removal of the +30% accuracy and making it +10% accuracy as well as -10% scatter for vet 2, then giving it a -15% scatter bonus in addition to the WP at vet 1 MIGHT make it good enough to warrant its cost and power.
And to everyone else who wants this to be a "panther niche", essentially you'd be buffing the AT power of the comet a lot and probably require a cost increase, unless the AI is dropped to panther levels. Also that is what firefly's are for.
This would be a good change for the Comet |
I don't think the Comet itself should be changed, however the Veterancy on the unit needs to be reworked.
Comet Veterancy
Veterancy 1 : Fires White Phosphorus instead of normal smoke
Veterancy 2 : +35% Weapon rotation speed , +30% accuracy
Veterancy 3 : +30% Speed, Crew will attack nearby targets with their grenades by default, +20% Acceleration
These bonuses are fairly useless compared to what other tanks get. |
Before crying that something is OP, learn to adapt and adjust. I see too many people do the same strategies over and over and when it doesn't work they cry that something is OP. |
Thread: OKW 22118 Dec 2018, 03:43 AM
It is not easy for 221 to get vet2. Here is the reference:
https://www.youtube.com/watch?v=iet6Nk_ZFkk
The 221 survived the whole game, but it only reached vet2 around 36 minute.
This is a General Problem with OKW, units should not be expected to commit mass genocide over the course of an hour in order to get to Vet 5 in a single match. |
Thread: OKW 22116 Dec 2018, 19:58 PM
Kubelwagon has maphack and Sturmpioneers can drop healing crates, utility that isn't needed as its built into the faction baseline already and I do not need to spend fuel to gain access to those two abilities. The only thing that it offers is the resource boosting mechanic which for the price and the setback in tech is not worth it. |
Thread: OKW 22116 Dec 2018, 19:28 PM
The OKW 221 could use a slight buff. For a similar cost the Whermact have access to the 250 Halftrack that is much better and far more useful/impactful.
Also for general OKW design they need to be more realistic and not require a unit to commit mass genocide in order to get to vet 5. |
In COH 1 you had dedicated vehicles that would counter snipers such as the US Jeep, Whermact Motorbike and so on. My biggest complaint with COH 2 is that vehicles that would make a good counter to snipers cannot spot them unless you see them shoot one of your units and you dive in with a vehicle.
Okw's Kubelwagon has an ability called Kubelwagon Detection which adds +20 camouflage detection radius and-50% speed in addition it will also reveal units in the mini-map out to 70 range. Units such as the UKF Universal Carrier, Soviet M3A1 Light Scout Car, USF M20 Utility Car, Whermacht SdKfz 221 Scout Car and the OKW Kubelwagon should have this ability by default but without the -50% speed penalty and the maphack ability. Just a straight passive +20 Camouflage detection radius. |