I think Molotovs and Grenades is to much. I like the idea with the Vet 1 Molos but instead of granades tech i would say ppsh tech (but with higher cost). Leave the flares to combat engineers.
Keep in mind that Obers and Falshim can already throw bundle grenades and blendkorp smoke grenades with enough vet. Furthermore any OKW commander with ambush grenades allows Volks to throw two kinds of grenades by default. I don't believe conscripts being able to throw a normal grenade and molotovs would be particularly problematic for balance. Molotovs just don't kill infantry anymore so they are only really useful for forcing units out of buildings or away from cover. The actual combat damage molotovs do is pitiful. |
Actually an interesting idea. Not sure how this would balance out, but is interesting. Side note, would shocks/guards get molotovs at vet 1 instead of trip wire flares?
It would certainly be an option to give shocks/guards molotovs at vet1 instead of trip-wire flares. Pretty much anything is better than that ability. |
Relic should just give conscripts molotov at vet 1 instead of trip wire flares and then replace the molotov tech with grenade tech. That way at vet 1 conscripts get a useful anti-garrison and cover denial ability while buying the 125MP/25fU upgrade actually gives conscripts a useful grenade ability. |
How useful is INFANTRY TRACKING on SU-76 and 85 against armor again?
Vet ability doesn't have to be IWIN in combat, doesn't even have to be combat related at all *cough* capture points *cough*.
I think we would all prefer vet abilities to be relatively useful instead of being infantry tracking, trip wire flare, or capture point grade trash. |
Disable turret is OK on Puma because it has turret and can move away from line of fire while keep firing by itself.
For StuG it is kinda strange - you have to disable turret, turn sideways, move a bit, turn back on target then continue to make shots.
A tank's turret won't always be facing forward. If it's caught at a bad angle it could get stuck sideways and be a real pain to manage. It could also be very useful when used in conjunction with P4s or other mobile tanks.
If that doesn't do it, you could always give the Stug ambush camo. Have it go immobile and invisible (re concealment time greater than it's RoF to ensure no JP4 style shenanigans) and grant it a damage and Pen bonus on the first shot out of stealth. |
in COH 2 Beta when the game was in its early stages, OORAH was free, and used to buff DPS, but then it got removed, as the other VET 1 abilities for Conscripts and Grenadiers were changed
(Almost all Soviet infantry had this VET 1 ability called "unity", that increased their stats if they took casualties, much like ZEAL in COH 1, making single soldiers to fight like RAMBO.
Ostheer Grenadiers had Mark target as their VET 1 ability, that basically increased their accuracy against the targeted unit, but i guess it was considered as a weak ability)
If I recall correctly the reason relic patched out those abilities was because they didn't want abilities players would hit every engagement for a combat boost. Mark target in particular was annihilating squads when I played the beta. |
The game could be a lot better but if you didn't enjoy some aspect of it you wouldn't be playing it. |
The OKW Puma disables the turret of enemy tanks with vet 1 so I would assume it be possible and not to difficult to implement.
Great idea. Seriously, that would fix the entire problem of TWP. |
Structure windows now prioritize entities based on their weapon state. If an entity is reloading (or cooling down, or winding up), the window reliquishes the slot for that entity and a more suited entity teleports in.
Single-windowed houses will rotate in all entities of a squad, shooting all their weapons.
gj Relic Kappa
So is this why models appear to teleport around inside of buildings? If so it looks ridiculous.
Also I might be in the minority here but I liked the number of windows determining how much effective dps a squad could produce inside of it. It made building choice a tactical decision and rewarded maneuvering around to the side of an occupied building with the fewest windows when trying to kill the squad inside. |
Who cares about suppression when any infantry standing in the Kat barrage is going to take a nice long ride on the rekt train. Even with it's terrible armor and health the Kat feels like it's in a good place. |