Seemed a little bit suspicious that Ulrich knew Spanky had planted mines and avoided them until they could be swept. |
Agreed with AchtAchter, most Medium Tanks are pretty generic, but they all have a special property.
The T-34/76 is cheap, Sherman has shells and smoke, Panzer IV is general all-rounder, T-34/85 has more health, M4C can fire rapidly, and Easy Eight is a Medium tank fighter. |
Then there would be zero reasons to choose Spec ops doctrine over Scavenge
Then perhaps that's a problem with Scavenge being too good and not related to the discussion at hand? |
I had this concern in the Alpha, my suggestion would be to swap the Command Panther with the Sturmtiger while the Panzer IV remains in the Schwerer Panzer Headquarters.
After seeing this thread, I made one about it here: http://www.coh2.org/topic/36899/swap-sturmtiger-and-command-panther. |
While I love the new changes to OKW and absolutely do not want to see them reverted, ever. There is one slight concern.
With the new changes to OKW, some players are now unable to use the Sturmtiger, and there is no substitute for this vehicle either. The Sturmtiger is a very niche but unique unit that should not be locked behind a doctrine that not everyone has access to. I believe the Sturmtiger should be moved to Special Operations Doctrine for this reason.
On the other hand, players without a Command Panther can still make Panthers. While players without Sturmtigers cannot replace them with anything. For that reason I believe placing the Command Panther in Elite Armor won't hurt gameplay as much as taking away the Sturmtiger does.
*Note that regardless of what happens to Command Panther or Sturmtiger, Panzer IV shall remain in Flak HQ unless otherwise stated. |
In real life, Panzer IV Ausf. J had very slow turret traverse. I don't mind the extra armour, but Relic could leave the slow turret rotation. Would fit nicely with the OKW's rag-tag unit line-up.
In real-life the T-70 turret was manned by one guy. In-game the T-70 can rotate the turret while firing the machine gun and reloading the main gun all at once. Bit of a task for one person isn't it? But CoH2 isn't real-life, just inspired by it. |
Can allied players please stop complaining about Oshteer?
Hi, I'm not an allied player, and this change is about all Snipers and how they function. |
Thanks for the post but I would have to say I'm against this. Reasoning being, people chose to go for larger squads like Panzer Fusiliers or Osttruppen is order to counter sniper play. If your changes were implemented then there would be no point to choosing different squads.
Think CoH1 Brits vs Wehr Sniper. I believe that explains it sufficiently without breaking the NDA...
It would be cool if Relic gave the UKF a T0 infantry transport like the M3A1. Maybe this could help vs the Sniper?
Actually they have the Bren Carrier, as shown in the UKF Announcement Trailer. |
I'm starting to get a little worried about the changes for arty this upcoming patch. It might be better to set it at 7 salvos for both Sov and Wehr, or 6 salvos for Sov until vet 1 then 7 as well. Even if this is done I still think it'll be a little OP.
Vet 1 should be replaced with an "Area Denial Barrage". Fast rate of fire, long duration, low damage, high area of effect with powerful suppression. |
This is a suggestion to add a new modifier for use by Sniper units, squad-size based Rate of Fire. The purpose of this is to make them easier to balance against squads of different sizes. This is an issue because the Ostheer Sniper is too powerful against small squad sizes, but a standard nerf would make him useless against Soviet squads. Same with the Soviet Sniper, who is meant to be shooting Grenadiers, finding himself too slow on the trigger when facing down Panzerfusiliers.
I propose that Sniper Rate of Fire be based on the Squad Size of the unit they are targetting. The desired result is that a Soviet Sniper would take the same amount of time to kill a Panzerfusilier squad as they would to kill a Grenadier squad, thus making them equally useful against both. |