PF's are the most versatile unit I find. They have amazing AI, great sight, a snare, and nades. Part of the reason to even go Breakthrough. I find I cannot get enough of them 3 or sometimes 4 is great.
JL are ok, and they get quite good with vet. Their small size and use specfically against infantry make them less versatile. I get 1 or 2 when I go Scavenge.
Falls are theoretically better than both of these units, but they are a small squad with tight clumping. Their extremely high price also makes them precious. With vet they are downright filthy. I still find myself rarely purchasing them.
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Thread: Best OKW doctrinal Infantry?5 Apr 2016, 17:07 PM
In: COH2 Balance |
Thread: Relic: New warspoils system almost ready5 Apr 2016, 17:02 PM
Nobody ever complaine about stacked bulletins. People definitely did, not least of which is triple vet stack for Rifles. This scales them up far faster than their German counterparts and unfairly so. Bulletins should either be useless or provide some slight variant on something, aka commander lite. In fact if they decide to prevent them from stacking they maybe able to make the bulletins better in general because they know you can only have 1. In: Lobby |
Thread: Simple suggestion to essentially buff Ostwinds5 Apr 2016, 16:58 PM
You need to be very careful about buffs to Ostwind. It is already extremely fast and can chase down retreating infantry. With Blitz it is even more obvious. As a result, it firing on the move needs to be extremely inaccurate to allow to prevent it from doing this. In contrast, Relic realized this with the Centaur, and made it too slow to chase so it retains potency during movement as well. This makes it a better, more consistent AI tool, while the Ostwind functions as a sometimes great AI tank but sometimes an overpriced fireworks show. It is very effective against blobs, first suppress the blob and then run it in. If they attempt to fight it can crush infantry and shoot them. If they run drive forward stop letting it fire, and then drive forward again. When stopped it literally shreds infantry. I see this unit regularly, instead of giving it hold fire maybe an AA mode would be enough. Would be able to move normally and would fire at any nearby plane, but would ignore all other targets. In: COH2 Balance |
Thread: Relic: New warspoils system almost ready5 Apr 2016, 16:53 PM
I am glad they are getting around to fixing this, it has been almost 2 years of this. Other improvements are certainly deserving, but committed players should have all the tools in the toolbox if we are going to consider the game truly not P2W. Crazy to think I bought Brits, but only have 1 commander that I can use regularly. Or that I have Americans but got only the terrible commanders so far (and lots of them) so basically cannot use them in larger game modes. In: Lobby |
Thread: Light Vehicles need some adjustments4 Apr 2016, 20:16 PM
I think the dodge is in an okay spot. Remember it comes with a free refund button. Also an extra repair squad. You can use a rear echelon to refund it with and use the extra vehicle crew for all sorts of strategies. Can also use riflemen to drive around in a clowncar which is extremely strong. All good points. The refund alone helps to recover part of the cost. The Dodge cannot be lowered to 15 easily without making early game against that commander an absolute nightmare. I would consider lowering Dodge cost if it could not also garrison a squad. Greyhound needs to be looked at pretty closely. Kubel needs something if it gets the capping speed reduced. It serves very minimal function after the 5 minute mark and its only real advantage then is the ability to sneak around decapping points just before AT infantry hit the scene. Universal carrier needs to have better pathing. It is too unreliable to be used in most maps right now. Its ability to carry a squad, but inability to repair until T1 is unlocked makes any pathing mistake extremely painful. In: COH2 Balance |
Thread: AVRE - STURMTIGER31 Mar 2016, 20:58 PM
The AVRE problem, is that without current turret lock options it has to remain under fire for long periods of time to fire. This becomes a real issue because the target it is trying to hit is trying to avoid it. The AVRE should retain a mechanism to lock the turret. For a unit that requires player input to control the main gun firing, it should require user input to control the main gun rotation too. ST is more niche than AVRE, but the ability to shoot further than LoS and through objects is literally devastating if it connects just once in a game. In: COH2 Balance |
Thread: Improved Emplacements Commander30 Mar 2016, 16:19 PM
I think the cap around him argument weak as well, because in team games you may not have this option, and in small maps that can be impossible. Not letting him get entrenched as you mention is very difficult, as Brits are designed to sit down and hold territory. The ability for a free commander ability to deny all indirect fire weapons on some maps just adds to this frustration, since originally they were able to at least slowly take down structures. I cannot wait for the next balance patch. In: COH2 Balance |
Thread: About official forums 30 Mar 2016, 16:15 PM
But think about how awesome you will be when you can change your skins everyday while you rock newbs with NKVD commander. In: Lobby |
Thread: About official forums 29 Mar 2016, 18:01 PM
May the people who left those forums, return from wence they came, never to venture out again. Although I look forward to seeing the forums return to supposedly higher levels of strategy discussion, do we need to make fun of standard forum goers in every post? Many of those members are long time residents here. In: Lobby |
Thread: what to do against brit blob29 Mar 2016, 15:17 PM
You need to better describe this issue. Are you referring to vet 3 engineer blobs? Are you saying vet 3 IS blobs? Are you talking upgraded squads? Suppression works wonders, if you don't have it or can't get it (remember a FHT is effectively a tank MG) try using indirect fire (as was suggested) that fires frequently so you are likely to score hits often. You can also choose to not fight the blob and spread out to cap the map. As the blob approaches retreat, do not engage, but force it to swing around wildly from side to side of the map. Now you will have a higher fuel income and be floating more MP. Use that to build tanks and start to punish him. Do not engage unless you can bleed more than he can bleed you. You are in no danger of losing map control, since they cannot cap nearly as quickly as you can. In: COH2 Balance |
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