Besides the Panther lulz:
-I´m seeing grens or cons being updated
-I would love changing the role of Penals into more mid-long range combat oriented with a price increase of 300-320mp (basically the old Penals at 320mp)
-M3 mp decrease should be paired with a slight fuel increase. 221 should get a slight fuel increase.
-PTRS/Bazookas for Penals only at T3/T4
-Shocks armor should stay the same |
I would say its fine, only thing i would see it get a slight fuel increase with a mp decrease (+2/+5 fuel | -30mp)
On a similar fashion, the 221 should have a slight fuel increase (+5fuel).
On an another note, i think the fuel cost for the LMG Gren/PG 250 is a bit high for what it does.
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Use it depending on map and what your opponent have.
Since you have spotting scope, i prefer playing with T2 222. Make your goal making it into vet2/3 (easier this patch). Insta maphack. You wont have any issues of getting your Elephant flanked with that amount of vision.
Make use of Teller mines (Riegel are more difficult to use since not so many people invest now on a HT). Ram is the first option to deal with it.
Have an MG/PG ready to kill out Guards. Buttoning and bombing strike is another good counter.
Don´t rely on the Elephant to be your saviour. |
Aren't you breaking NDA here, therefore making relic even less to want to get actual player feedback?
We are no longer part of the beta. When i did i neither deny or affirm anything. This are things that have already been leaked, showed, said or found on the Worldbuilder. Anyway, yeah i would edit.
Anyway, i didnt found too many updates if any during my stay on the beta regarding the new commanders (balance/bug fix are another thing). I think anyone who test them got their issues at first time but it seems things stay the same.
Seeing the No retreat no surrender being the same makes me a bit worried about the other commanders.
Ontopic:
PPSH
Conscript Repair
AT Partisans
Mark Vehicle
IS2
Assault Grenadiers
Cammo
Single Strafin run
Stuka Dive
Tiger Ace
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i was in the beta, and i'm pretty sure it was 4
none of use could take video footage of the beta, because of censorship, but now they kicked us all out because like one guy kept leaking, i wish i did
-EDIT- I just hope that the policy of not changing things eventhough they are obviously broken have change and hope for the ones on the beta that they make periodical changes in order to get into something more balanced -EDIT-
As i said, RAM ALL TEH TANKS!!
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Patches will roll, meta will change, but M3 Shocks will never be forgotten. |
This just looks op. Actually, practically all the old leaked beta commander look op. It says:
Overwhelming Armor
1 CP Guards (instead of 1 CP, the current CP of guards)
5 CP Green Soviet T34 Reserves (I can imagine something like 3 crappy T34/76's [slower speed, slower fire rate, more innacurate, same health, armor, damage] for 150 fuel 600 mp)
5 CP Fire and Maneuver (Probably for 120+ munitions a half minute 1.5 speed boost for tanks that just has uber terrible scatter, missing everything if it isnt standing still)
8 CP Mark Target
11 CP Red Banner Division (Just two normal vet 3 T34/85's sent out, the price, i don't even know. 700-800 MP, 250-300 fuel?)
I don't even know. Green soviet T34 reserves are even worse T34 drivers. Red Banner Division is probably any crew that actually got kills. Fire and Maneuver actually gives soviet vehicles their flank speed for a while to do things with. Guards + Mark Target are a giant chunk of butter with the doctrine. This doctrine terribly encourages not building T3 or T4, lol.
The German ones i found are also really amazing. Each and every one of these commanders breaks absolutely every aspect of the game.
Soviet "Elite Troops" Doctrine. Instead of spamming G43 n vet we have T34s... Because people love ram mechanics |
I think increasing scatter makes more sense than a range decrease, think about it, would you be able to still throw exactly where you're aiming when under mg fire, just throw a bit shorter? (NOT an argument for realism)
First of all, less RNG.
Second: i think it´s obvious that i can throw further when i´m standing and have certain "momentum" while running rather when i´m on a prone position and crawling.
Third: i don´t think that standing/crouching to throw a Rnade is a good idea when you are under MG fire.
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How about this?
Unranked automatch?
COH2 no longer have smurf, then I can't test a new stuff before losing a couple of games to get familiar with it.
Before someone says it: do we have enough playerbase ? |
So, anyway. Rifle grenades
Options suggested so far to address excessive rifle grenade lethality vs. static weapon teams, particularly Maxims:
1. Reduce Maxim squad cluttering to reduce impact of rifle grenades.
2. Reduce range on rifle grenades for suppressed Grenadiers.
3. Reduce accuracy/increase scatter for rifle grenades fired by suppressed Grenadiers.
4. Increase scatter for all grenades thrown/launched by suppressed units in a distance-to-target related way (the further from the target, the bigger the scatter increase).
1- And mortars
2.3.4- Reduce range on grenades while suppresed. That´s it. |