I just dont understand why brits are not allowed to engine crit if they dont go Special Weapons Doc. |
-blobs backed up with an AT gun pose a huge threat, since you can't suppress them, as the MG34 is still no stock unit. Looks like you still have always rely on Luftwaffe support for competitive 1vs1 games.
Flak HTs should be more useful for crowd control? Especially now there is no early kuble+ s pio harras. Although ATGs make them a bit redundant later on.
It can only be good removing supression from ISGs though.. that was annoying as hell. |
I agree.
The sniper is a bit overpowered with how it can counter scout cars, but the brits will really hurt without another snare option.
My guess, is that it will force a couple piat purchases early, but thats barely even a soft counter against scout cars which can kite and dodge easily.
Forcing an AEC purchase just for the sake of a cheap 222, is no good either. |
Most of the changes look welcome to me, though Ive not played the mod.
Moving the snare ability of the sniper to Vet1 (and tweaking the crits), worrys me a bit, only because Vs light vehicles, Brits would either have to get early piats, early AT gun, Boys AT Inf Section or AEC.
Ost sniper and 222 combo, will ruin brits that cannot use sniper to counter snipe.
By the way, Brits CAN assault, its that ability called... ASSAULT: 100 muni, inf squads run and fire fast, nobody uses it, but it can be devastating to use early on to pressure germans off the field. |
I think removing it will revive the commander a bit, now it can be used a lot more normally with standard infantry play.
The plane drops are intended so there is counter play, I.E. opponent can get AA and shoot them down.
Would be nice if the commander at least retained the fast training of vehicles, as that gives it some flavor, without being too OP.
Could have an ability which grants some fuel back for lost tanks?
I dont think KV2 is all THAT bad, its basically a mobile arty piece, needs to be used locked down and protected with an army around it. But it is a lot more resilient AND mobile than any other arty piece in the game... |
Your going about it backwards to think he will end up with a call in sherman, so Ive got to get AT asap. The far more pressing problem is the waves of inf you might get crushed under.
Answer, quickly teck your AI options, and punish his lack of teck. 10 CP is a long time to wait in the face of flame HT, Scout cars, command P4 etc.
You have to try take control of the game, and worry about teck after.
There is no better example than with OKW, yeah they really need to get some form of AT vehicle out as soon as they can, but often peoples 1st choice is a luchs, because the inf is a more pressing problem. Use the Luchs right, and map control goes to you, which lets you teck.
You cant teck successfully when your getting bullied on the map. |
well OKW trades early suppression of kubel, for a more viable flak HT, as it comes in medic tier.
I would imagine flak HT becoming pretty much meta. I use it now anyway, best way to gain early initiative after kubel serves its purpose. |
Your totally hampering yourself by only thinking of armour. The most efficient unit in and army for killing tanks, is always the AT gun. Thats whats going to hold you ground against them, and deal most of the damage. Yes armour is better for chasing and maybe finishing them off, but AT guns is where you want your AT.
Also, the best AI is generally from armour, you want your tanks geared for killing inf a lot of the time, because that really bleeds your opponent dry. If you go for just tank destroyers, whats going to stop the enemy inf? |
Nooo... vcoh fireup was deliberatley left out of coh2 because MGs dont insta suppress like they did in vcoh.
The most you could go is having sprint. Which does not effect suppresion and cannot break it. But do we really want usain bolt rifle men..?
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Just be grateful that the war-spoils system is not monetized like in CS:GO.
Then a crate would drop, you have to pay to open it... only to find 10% Elephant cooldown inside |