Trip wire flare is good on cons, and maybe engineers, though I would like to see them get a bit of a combat boost at vet 1 so they can be useful, since one of their main jobs is to use the flame thrower.
TWF on elite infantry is stupid, split up vet 2 bonuses to vet 1 and 2.
Secure mode on any tank other than T70 is silly. Even T34, which needs to take on PIV's does not need this ability. It would be better to offer either another ability or give if faster reload at vet 1.
Counter barrage is dumb. Not sure why it is on Wefer and mortar. Ability often feels bugged because it is unclear when it is working. I would change it to rapid barrage for mortar (fires 3 shots quickly at point, normal scatter), and move the split up the vet 2 of the werfer between vet 1 and 2. Counter barrage can remain on LeFH, but indicator is needed to let the player know it is operating.
Med packs on all German infantry removed. Split up vet 2 into vet 1 and 2.
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Thread: Soviet vet 1 abilities28 Sep 2015, 14:55 PM
In: COH2 Balance |
Thread: OKW Incendiary grenade needs to be looked at28 Sep 2015, 13:04 PM
The grenade is really nice, for 15 munitions more you get a very very fast molotov. The problem with weapon teams is that the allied ones don't teleport. This should be fixed immediately to prevent the grenade from wiping squads on a hard retreat. TLDR: Its not the grenade its the animations. In: COH2 Balance |
Thread: OKW Incendiary grenade needs to be looked at28 Sep 2015, 13:02 PM
And...yes I know this Alex. But OKW has never had a building clearing ability before this so its damage to buildings is quite high for OKW. Seriously Mister Doom Cloud, OKW is not that bad off. They are still potent, though they are due from some more balance changes. In: COH2 Balance |
Thread: 2 years25 Sep 2015, 16:42 PM
So I decided to look into this a little and it looks like there are a couple of bugs: Thanks for this. Yes female partisans are cool, but don't forget the amount of knock on things that happen. If they could not recrew or capture things it would be easier. Think about it this way, is it worth spending resources on a model update that will require lots of behind the scenes work for two commanders, for a couple games out of 100's. I would rather see resources deployed elsewhere. In: COH2 Bugs |
Thread: Those stupid leiG spam25 Sep 2015, 16:40 PM
Alex we get this, no one here is saying ISG nerf is the last change needed for OKW. It's just that every game has multiple ISG's. Even that game you recently uploaded showed exactly that. The unit needs to be looked at immediately. We are well aware you are terrified for OKW. In: COH2 Balance |
Thread: OKW Incendiary grenade needs to be looked at25 Sep 2015, 12:32 PM
The damage to buildings is high, so if the cost is to come down the burn time must also be reduced. Volks are lethal to emplacements and for only 30 munitions. The volks Grenade is no longer a throw in every major engagement, it is now a nade with a very clear purpose that is used rarely. I would only reduce the price to 25 munitions at most. Had excellent success wiping weapon teams last night with this nade for 30 munitions, just a fantastic devise when used well. In: COH2 Balance |
Thread: New Panzerwerfer25 Sep 2015, 12:27 PM
Werfer is quite good right now. Only complaint I have is it makes it very hard for the opposing player to avoid, and it frequently wipes squads. In the late game this unit will quickly remove vet infantry from the game which I don't think any unit should do. In: COH2 Balance |
Thread: Fallschirmjager FG-42 poll25 Sep 2015, 12:26 PM
I would not change their FG42, but I would like to see these units not be available to be called in from buildings and see their cost reduced considerably. You cannot afford to blob Falls...ever. In: COH2 Balance |
Thread: 2 Solutions for JP4 Camo (serious thread, not trolling)24 Sep 2015, 14:35 PM
Damage should never be given as vet. The bonuses out of camo should be accuracy and penetration. It should be 100% chance to penetrate any armor by vet 5. I hate that at vet 5 a cloaked JPIV can one shot Priests or carve out a sizable chunk of IS2 health. What is the point of that? In: COH2 Balance |
Thread: [USF] [All Modes] [Pack Howie cost]23 Sep 2015, 15:47 PM
This post went downhill quickly. @OP The suggestions you make are completely out of line with any real possibility for balance. Pak Howie is not as good as ISG and comes later. Many of the people here are being rude, but they are correct. These suggestions will in no way improve the game. Just for example, as your suggestions of range change would mean the only window the gun could fire would be from 50-75 m. With the changes to the way the shells deal damage you would have to fire one shell at a time and then move the Howie because the approaching unit would already enter the minimum range. These suggestions are completely ridiculous. End thread. In: COH2 Balance |
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