Before addressing the elephant on the room (arty cover), i'll give a brief description of the whole commander.
2CP: Designate command vehicle.
Currently on LIVE, it's been use as one of the ez ways to get constant vision. For the late game, this proves useful for the use of offmaps.
Mostly addressed with WBP (although the design of the ability still should be changed and the recon should cost muni)
4CP: Field Recovery Op. (2RE with scavenge kit)
450mp for 2RE with sweepers and scavenge kit. They are similar to Tank hunter (SU) scavenge kit rather than OKW one.
To make "justice" to the other thread: https://www.youtube.com/watch?v=GulOHolWYpc&feature=youtu.be&t=9482
The problem is not the resource gained, the issue is having the sweeper kit not taking a weapon slot. You can still double equipped them with PIATS/Brens (the later till WBP arrives)
4CP: Air resupply Operation.
150muni for AT gun + MG + medkit. Or how the airborne doctrine/air drop from USF should had been (muni instead of mp).
10CP: Artillery Cover
250muni for OP ability.
https://www.youtube.com/watch?v=GulOHolWYpc&feature=youtu.be&t=9256
DISCLAIMER:
-The ability no longer blinds/jam turrets nor crits engines on vehicles. It "injures" the loader. You might ask wtf is this, well it debuffs the reload time (2x).
-You need LOS to keep attacking the units (GG no smoke with OKW)
-It's still broken against infantry, specially support weapons since it suppress/pins you.
Regarding the vid:
I'll go back into this ability later.
For 99% of the playerbase this is the complete roster of abilities. But trust me, there's a 5th one.
10CP: Forward Observation Post
Call in Close-Air-Support strafes, as well as recon runs, smoke artillery support, and high-explosive artillery. Cost 300mp/60f. With that cost, limited to environment buildings which can't be repaired and having subpar abilities in comparison to IWIN button, who the hell will bother with it.
Personal baked solution to both problems:
FOP:
-Reduce cost to 200mp 30f (values may change but this is just to give an ex)
-Let it be built on Forward assemblies
Artillery Cover:
1
-Now it's casted from the FoP
-It could be limited (or not) to the range of the FOP casting range. This would made it a more defensive tool rather than IWIN push ability.
2
-Let it be casted from FoP and/or Command vehicle
-Ability get's canceled if the unit/building get's destroyed
-Command vehicle casting the ability must remain immobile during the duration of the skill
Close air support/artillery:
-In case we opt for going just with FoP changes and not command vehicle, either of this abilities replaces Arty cover on the normal 5 commander abilities.
Profile of elchino7
Signature
My controls weren't working
And if they were, you were playing dishonorably,
And if you weren't, you were playing without skill,
And if you were, it's not fun to play that way,
And if it is, you only care about winning.
Bible of Scrublord, Psalt 3:16.
And if they were, you were playing dishonorably,
And if you weren't, you were playing without skill,
And if you were, it's not fun to play that way,
And if it is, you only care about winning.
Bible of Scrublord, Psalt 3:16.
Post History of elchino7
Thread: Tactical support regiment (aka Arty cover clutch)7 Feb 2017, 00:00 AM
In: COH2 Balance |
Thread: The Problem with CoH2’s RNG: Consistency6 Feb 2017, 11:09 AM
The difference i guess, of having their own platform (battlenet) instead of going through steam. I'm not saying they should stay for weeks/months. If it's gamebreaking it "should" be fixed on a 1 week timelapse if possible, but i found it shameful when community members are the ones who found and fix them and they take ages to implement them. In retrospective, if the game was released with the following, it would had been in a much better shape: -A campaign which is not "Enemy at the gates 2.0" -Balance direction: it took 2 years to finally start in removing bs RNG/tells a story situations -Supply/Commander system: we didn't need 21 EFA commanders. We don't need a single P2W commander screwing the game and going rampant for 3/4 months. If they need to appeal to the compstomp players, then we had something called ToW for that. In: COH2 Gameplay |
Thread: Stuka dive bomb5 Feb 2017, 23:06 PM
Don't retreat the full blob. No one will waste 160 ammo for 1 or 2 units. On 4v4 it might not be as impactful to wipe a unit or 2. But on lower modes it does (although it's easier to dodge it on them). 90muni (demo) for a single squad is worth. If that Stuka kills something key such as a pak line, it's totally worth the cost. Anyway, if we could just rollback the unnecessary ninja overbuff, the ability would be back to been fine. PD: IB4 XYZ is OP. Then just make a thread about it. PD2: I want to see someone try to justify an increase of 5 times in the deadly zone (for infantry), when the ability was already strong and balanced. In: COH2 Balance |
Thread: Stuka dive bomb4 Feb 2017, 15:09 PM
what was the buff? Thx to Cruzz post (ninjas on brits release) which later send me to Smith post (https://www.coh2.org/topic/53665/rebalancing-the-stuka-dive-bomb) -Stuka bomb strike aoe distance from 3.75/5.625/7.5 to 3.75/7.5/11.25, mid damage from 0.15 to 0.35 (large buff) -It seeems it added death critical on damage (so it's the same been near or far away from the explosion). -Pre ninja buff: lethal range 6.5 -After ninja buff: lethal range 15 But seriously, all that needs to be done is make it impossible to be dropped in the base sector....et voila, we're good. If the Stuka Dive Bomb wasn't UP before, and nobody ever asked for a buff, why did it merit a 5-times increase of the killing area? In: COH2 Balance |
Thread: Relic Winter Balance Preview v1.8 Update4 Feb 2017, 13:17 PM
I'm quite surprised that people still think that game made by big company = quality. It's more like: big company => higher budget on marketing => higher chances of more sales => higher number of people playing Unless there is a 2nd coming of a golden age of RTS, this is just a trending that will keep going on. RTS are not popular anymore. In: COH2 Gameplay |
Thread: Stuka dive bomb4 Feb 2017, 00:01 AM
Snip And then you have "invisible" spotting options on which your opponent can't know where you have vision on (spotting scope/OKW flares for ex.). This is one of those abilities that scale really well with game modes. Balanced on 1v1, manageable on 2v2, stupid on 3v3+. Only problem with Stuka is: why the hell was it ninja buffed when it was already balanced. #justninjathings. In: COH2 Balance |
Thread: What thing that they patched out do you miss the most?3 Feb 2017, 23:54 PM
It was an interesting concept but implemented extremely poorly. They retracted too late from their "every plane tells a story mentality" to actually fix it. It was just easier to remove it. In addition because of the poor engine of the game, framerates dropped to below 20 fps on even the best high end PCs while a Blizzard occurred. Yeah, rip optimisation. In: Lobby |
Thread: Debuff for blobs3 Feb 2017, 11:42 AM
IMO suppression shouldn't be effected by recieved accuracy modifiers Note that this applies to "splash/AoE suppression" and not direct suppression on targeted squad. In: COH2 Balance |
Thread: The Problem with CoH2’s RNG: Consistency3 Feb 2017, 00:49 AM
The worst examples of RNG have been removed from the game. The abandon mechanic was reworked (it's OK now IMO, apart from the US engine band aid), planes no longer pulverize armies, mines can't wipe. What remains is the level of RNG that has always existed in the franchise. +1 OP: i'm indifferent to weapon drops (not a strong opinion in favour or against). I think that abandon has been somehow "fixed" by having them with damaged engines. Finally i think it's REALLY funny that you mention Hearthstone. I think Poker is a better example but this also backfires your point. Think about tank combat (late game) as late game 1v1 poker with the difference that control of RNG is higher on CoH2. Positioning, moving/stopping to fire, attack target/ground, front/rear armor, n/m/f range, penetration, etc. In: COH2 Gameplay |
Thread: What thing that they patched out do you miss the most?3 Feb 2017, 00:16 AM
The salty tears of the rage-quiters who used the original Tiger Ace and lost it to ram RNG. On a more serious note: 5muni oorah or Kubeljesus. In: Lobby |
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