You would essentially have a T-70 light on the field quite early that can also canister units down that is quite powerful with its 50 cal. The unit is also spotting all threats as it has 50 sight base and boasts 400 health.
I wouldn't be against kicking it down 1 CP, however, or requires three unlocks in USF tech so it's properly gated. The M5 is mainly an anti-vehicle unit and the other vehicles don't have the same health.
Maybe IR Pathfinders could come at 0 CP, though needs testing. Regular Pathfinders you can at least rush. |
Removal of ALL unofficial community managers, who have access to Relic only because their friendship with Relic workers, not because merit or knowledge or community long term compromisses.
In reality this happen since the first CoH2 closed alpha in 2012. This explain ALL the garbage we seen in this game for years.
People with different agendas tried to change this game to their personal tastes all this time instead to think on the community in a long term project.
Take this as example: A total mess in OKW faction is a direct result of this bad influence.
In fact the guilty of Relic is not the bad design, but accepted all this bad influence from people who only think themselves. These people dont care about community or the game, they love to show their Relic connections.
Another example: Around 2013-2014 one of this "unofficial community managers" was in charge to control who was in or out in a closed beta Relic product. Lol GG Relic.
I call these people as "Relic friends". A clan with that name is a good idea to this people.
Tl;dr coh2.org > Relic friends
I really hope that’s not insinuating the me and others who have worked on the patches as of late.
Waiting on CoH 3 and new commanders. One can also dream about mod tools. A dream only whispered by eldritch monsters. |
As suggested:
-Raise cost back to 280/300
-Increase cost on sniper rifle to around 50/60
-Possibly increase cooldown on ability recharge
I think everything else has mostly been said on the topic regarding the unit and want needs to be changed. |
Only buffs the tank might need would be its utility abilities, mainly price. Anything else would make it far too good. There was a reason the Stuart got an AI nerf two years ago since it would OHK infantry that it hit directly while also dealing with every vehicle that isn't the specialist Puma.
With a price change to abilities, it'd bel very useful to keep around to lockdown incoming tanks/armor as the Stuart still locks out the weapon's, of enemy vehicles even on deflection. |
Main thing with MGs, particularly versus Axis who generally have better long-range troops is that you need spotters for them to use that 45 range. Since the initial crews have 1.25 RA, it makes it very likely the gunner will be killed, especially versus units like LMG grens or Obersoldaten. You do not want to start firing at range 35 in the later stages of the game with yellow cover also being more abundant. |
The changes are absolute fucking trash. The game is by far worse off. Usf did not need double mgs incorporated into there build.This is not a balance complaint, rather just an immense dislike to the direction that this game is being taken. Seriously, next patch just delete a couple of factions because they are coming identical.
How is USF identical to the others? They always had the .50cal and their tiers still differ from their counterparts in terms of unit line up and performance. |
I never put it in the patch notes but I think the speed on the shells went up to 90 from 45 from mod to finalization. |
This is in the files that I digged for and making it visible for all:
221 and 250 Veterancy
-Machine gun bonuses at veterancy 1-3 do not apply properly as they are assigned to hardpoint_02.
Also commander descriptions were not updated in the pre-game screen to match new abilities. |
Screw that. What the hell is the point then to be excited for new commanders if they are going to just be crafted to fill that streamer/Leet player's playstyle or niche?
I would rather have this, or have them add new abilities like paratrooper guards troops for the Soviets and just use guards models with shock troop helmets or something like that.
Do not take Nigo’s words to heart on this thing. New abilities were already added to a number of the Revamp commanders using what is available. |
An idea of what I would change before throwing it to testing.
- Near AOE distance from 1 to 0.25
- Near AOE damage from 1 to 0.8
- Mid AOE from 0.25 to 0.3
- Far AOE distance from 3 to 4.
- Far AOE damage from 0.1 to 0.15
- HE barrage cooldown from 75 to 45.
- Smoke barrage cooldown from 60 to 35.
- Auto-Attack reload from 2.75/2.9 to 3.75/4
- Auto-Attack ready-aim time from 1.25 to 0.375
Damage drop-off would be 0.25/2/4 is 80/30/15
Damage drop-off previously at 1/2/3 was 100/25/10
Another AOE change to increase damage at distance and reduce drop-off in exchange for a much lower OHK radius. Buffing the barrage while nerfing the auto-fire is meant to make the M8 less effective at attrition when left to its own devices, but can support more readily. Also auto-attack is made more responsive on the first shot to compensate.
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