Get this, it's literally the more you kill them, the more they come back.
It's literally a Hydra ability are you fucking kidding us Relic?
Get fucking real here, how is this techincally fair or balanced?
It's insane!
ORAAAH ORAAAH OORAH
I go mid: Conscripts
flank Left: Conscripts
Flank right: Conscripts
Try to push tanks: Suddenly 5 conscripts ganging around throwing AT grenades.
HOLY SHIIIIIIT
Then goes the super cheap tank spam.
It's literally impossible to counter all this bunch of conscripts armed with SMG.
Can we agree that this ability is beyond bullshit?
The ability is a marginal ability at best. When you see a player investing this heavily in cons get another MG or two, get Grens with lmgs, and consider getting a scout car to help you set up before he pushes.
He will have the ability to cap many points, but once you force him away with some MG fire you can recap the points. Don't over extend when you recap.
It sounds like, no replay posted, you were completely over whelmed, and he knew it, and rubbed it in your face with this ability.
Long and short ability is fine you should rewatch the game and see where you made mistakes. Try a couple S-mines next time on your flanks as well. |
in a 1v1 or 2v2 it will be hard pressed getting vet 2 and in team games its a gong show ANYWAYS but the reward for keeping it alive is just extra OKW (hard to get but worth getting)
I don't know what a gong show is, but if this is about how larger team games require no skill, blah, blah, blah it is factually incorrect. In any case, ignoring 50% of the community because you don't play those game modes is crazy. I don't say ignore 1v1 because I find it boring. |
This is such a necro Nullist is in it? Was this really necessary? |
This commander is not fun to play against, is inconsistent (some maps its too strong, and on others it just means Simcity in a corner), and it completely defeats the point of well thought out play.
For sure this commander and the emplacements in general, need to be re-examined to encourage the active game COH2 needs to be.
Asking is the commander OP is the wrong question. Is the commander providing a better COH2 experience? And I think the obvious answer there is 100% no, never. So it needs to be looked at. |
Some of what you said just does not make any sense. I'm beginning to think you don't play with the Command Panther much, because your suggestions on how to use it just don't pan out in practice and you would know that if you did.
What you are experiencing is a L2P issue for sure.
Joseph
Hmmm, You seem to be missing his point entirely. Mr. Smith produces, I would argue, the most well constructed arguments on this forum and you have summed it up as L2P.
so.. vet shouldn't be rewarded? spec ops is a super underused doctrine (in my experience anyways) why nerf it "just cause"?
its a powerful unit for sure but i mean...isnt that the point?
ive only seen it a few times and if it was truly OP it would be all you saw (buffed isu) cause... like no tech panther? hell yes
ALSO i tested it and you cant brit command vehicle the Com.P sadly.... dreams broken
This is a classic hyperbolic response. He is not suggesting a removal of skill based rewards, only that a kill switch is not appropriate for any faction.
Just because something is over performing does not guarantee it will be in every game. There are many reasons why an OKW player would forgo the CP. The reasoning for a potential nerf were well explained in the OP. |
It is good to see this topic approached again. I made the same topic, albeit less well written or researched, and it was partially derailed.
I completely, 100% agree with Mr. Smith here. In team games this is even more of a problem because it buffs Allied units. At vet 2 you are basically making JPIV's unkillable, and KT's require 1.5 or 2x as many TD's to approach to even deal damage. The MT ability on the CmdPanther all but guarantees that USF units will die like flies. In even larger games it can produce a JT with BUFFS, how do you even begin to stop that? Also the Tiger Ace receives these benefits in team games as well, and it also increases to a point of ludicrous potency.
The CmdPanther is a hold out from when OKW was first made. It has received no (I could be wrong) changes since then. The fact that at vet 5 it buffs infantry is laughable, and more so with the new OKW changes.
The unit should function like other aura units, a single buff, and it should only function on your own units. Its MT is already so potent that you could purchase it simply for that and the additional sight it picks up from itself.
CmdPanther is too good, it needs to be adjusted, it becomes even more powerful in team games.
Example:
Played a recent game against 1 American, 1 Soviet, 2 Brits on Steppes. The game went long, and I called in the CmdPanther. I used it to force every other player in the game to dive to try to kill it. At which point I blitzed out and let Volks and rakentens go to work. Sat behind tree lines marking vehicles. Once the CmdPanther reached vet 3 it was unstoppable. I would push forward with a KT and mark the most expensive tank with the CmdPanther, and immediately it would vaporize (both fired simultaneously on a comet from the front and gave it heavy engine damage, it started at 100% health). The RoF buffs, with the speed buffs, and the site buffs meant the KT was always able to close gaps and 50% more damage on a KT shot doesn't leave many survivors, especially when its firing quite a bit faster. Any tank that even tried to get away was immediately caught by the blitzing CmdPanther. By this point in the game I was taking on 2 or 3 players worth of tanks at a time, and killing 3 or more before forcing them to retreat at which point I would push forward. I was one shot from vet 4 at the end of the game, and that was because they had no tanks left. Also got a vet 5 stuka with a vet 3 CmdPanther stacking it, was so fast on reverse I thought it was a bug. |
January... 2017
I am beginning to think this as well. |
The reason you get duplicates I suspect is because they planned on making commanders time out after a certain number of plays. To make sure you used the commanders they drop more of the ones you have. However, they never changed it, a fix is soonTM. |
This is almost perfect, but why doesn't he have mouths for eyes? |
The American faction vehicle crew, decrew pop exploit, is apparently a strategy according to Relic. In some ways they agreed this is not functioning correctly by removing crews on some vehicles (Pershing, Calliope). Vehicle crews are, in my opinion not for COH2. The ability to screw with targeting simply by clicking the exit button, and the silliness of USF requiring whole squads to capture abandoned vehicles is silly. It also causes mines to be less effective than they should be because of insta crit repair.
One last gripe, the T button is used as the exit button, but is also the retreat button. Lost games because of this. |