the isu nerf wasnt even a big deal, it still does AT and AI like a super heavy
while ele/jt are AT only or at little more AI from Jt
I don't understand why the ISU-152's dual role (and excellent special shot ability) are being routinely ignored. It's an anti-everything unit that can even shoot at planes. Its counterparts are as good as scrap if the opponent pulls away, that is if the map allows it in the first place.
The discussion around these units is incredibly biased due to "arcadey" maps like Redball Express that are somehow extremely popular. Nordwind is my personal favorite and gameplay is completely different when compared to Redball. Most of the maps result in a mess of a game. For example, Port of Hamburg's spaces are so tight, each side barely fits one against one in teams of 3, let alone two against two in teams of 4.
Please lower the price point of MOP Flare to 30, make it also the same range and reveal distance of Soviet Mortar flare and we go to good.
Right now 60 is too much, I rather use recon overflight.
Indeed. Moreover, half the vision radius is usually wasted because the range is too short. I guess it's supposed to be used over sight blockers but its really underwhelming. I think Soviet Mortar flares are a good standard to start with in terms of the details.
It is my personal opinion that combination should be avoid that includes:
Super heavies loiter AT planes
Super heavies artillery pieces/SPG
Super heavies emplacement delete abilities
Supper heavies abilities that delete ATGs
SPG emplacement delete abilities
In my view that this is fixing what isn't broken and making the game a lot less fun.
Loitering planes aren't that good anyway, as in 2v2+ considering an AA unit can render them worthless.
You know, a while back people were trying to fit an Ostwind into Luftwaffe, but they couldn't decide if they liked the Flak emplacement more or the Ostwind more. I just had an idea to keep both:
Replace Valiant Assault with Ostwind and add combat bonuses to Airborne Assault, adjusting as necessary to mitigate the loss of Valiant Assault.
I gave no consideration towards balancing, but I think this brain fart idea might still be worth considering just because Ostwind really just thematically belongs in Luftwaffe.
I like this a lot.
The Valiant Assault+Airborne Assault combo also circumvents the combination of elite infantry and an infantry global buff by tying it to a late game expensive ability and adjusting its power level without making it worthless.
The new Raid Section could be balanced around a limit of 1 analogous to the OST Jaeger Squad. Secondly, they should use the Volksgrenadier Incendiary Grenade model and animation instead of the Molotov assets.
I think polishing the existing ones many of which are off-position or have inconsistent filters applied to them (all previous commander patch portraits) would be a much more acceptable proposition to Relic.
Relic's Dawn of War 1 and Dawn of War 2 flourished well past their official support due to an open ended and robust modding system.
Dawn of War 1 has a lot of mods that expand on the huge selection of units and factions present in the TTRPG, such as Ultimate Apocalypse while Dawn of War 2 managed to keep its competitive multiplayer going with patches and new content through the Elite Mod.
None of this would have been possible without custom models, at least not to their current extent.
Were there any specific actions done to trigger it? Was a unit killed by the barrage?
All I can think of is that I was using the Sexton regular Barrage and the Creeping Barrage interchangeably, which by the way have a difference in cooldown leading the Creeping Barrage being stuck at 0s until the regular Barrage finishes.
Hell I also remember some guy who made realistic vCoH skins was fiddeling with CoH2 models back in the day
And inf textures are VERY easy to get, you even can export them properly. So tecnically all that Relic would requare to do is just copy-paste existing unit for what custom skin was made and just assign new material to them. Boom, you have new inf model.
Also on top of that, I belive coh2 works in a way that it allow to share models and assign them to game entities. In other words, you have grenadeirs models have lets officer cap, if you made some minor editing to the model file. Like you can see on one of the pictures, where grenadeirs use officer winter coat + helmet.
Why Relic didn't make OST infantry look like this in the first place is beyond me. I always thought the official version was off.
As for the visual, auditory and aesthetic argument against cross-faction units, I'm much more bothered by the insane amount of typos, downright errors and wrong tooltips than any ill-fitting or generic voice line.
So we're removing IL-2 attacks from 2 commanders, replacing it with the shitty IL-2 strafe which can't even do anything it's such a mediocre ability (and IL-2 attacks are similarly mediocre, it can't even wipe an infantry unit that just sits there during the entire duration with the exception of very low health squads)
Yet Ostheer gets to keep the Stuka anti tank skillplanes on 3 commanders, as well as the Stuka strafe which is incredibly powerful on maps like red ball and white ball where it can be called in from the edge of the map in a way that can be essentially unavoidable.
So why is soviet getting punished for their much less powerful skillplanes which only target infantry and basically only force a retreat? Ostheer needs to see changes to its own skillplanes abilities.
The Soviet strafe is already fixed. Read the patch notes and test the beta.
IL-2 Sturmovik Strafing Run
The Advanced Warfare Commander Strafe is being adjusted to provide reliable damage within a target area. Cost has been adjusted to reflect the ability's power, and its potency against soft targets.
Now strafes the target zone rather than units within; deals consistent damage throughout the radius.
Damage from 20 to 5
AOE from 0 to 4; no damage drop-off
Cost from 90 to 110