I know some people like to leave the Capt on 1 model as just a supervisor to keep down on popcap. I think that's valid in the late game where you might not have the micro to manage one more squad if you have enough infantry already. It's also not bad if you need to side/back tech for AT Guns (he's more useful to supervise than using the new "Transfer Orders" ability to get rid of him.) Otherwise he's probably useful on the field and you can just time a retreat to coincide with supervising a tank build.
This is one of the best CoH2 tip's i've ever read. Having tried it, this man is a genius.
Can't believe I never thought of it. |
Leaderboard is back live, when you use the browser.
But ingame neither leaderboard or playercard is working
This is still broken |
I think they should give the option that let garrison in the Forward Assembly, currently the Forward Assembly gives Coordinated Fire with ultra close radius from the Forward Assembly which is quite dumb. why not let forward Assembly able to garrison a unit in to provide some bonus effect.
Like if garrison
a IS with medic pack or medic, will provide auto heal to infantry around it
a IS with Pyrotechnics Supplies able triple the range of the coordinated fire from Forward Assembly.
a Royal Engineers will able to repair vehicles around it.
a Sniper will provide detection like Valentine to detect surround flanks
a commando will give a fire rate increase aura and receive accuracy aura
a landing officer will give a defense and accuracy buff aura
also mortar pit and forward assembly still dies to 1 flame nade of OKW need to change. also the forward assembly need armor buff make it strong as bunker so it is immune to small arm fire.
i think will post a thread about this suggestion
That actually sounds like a good idea... |
Such a good ability to use on inf blobs while they are healing up at an ambulance! lel |
That's why the throw animation should be longer than 0.25 secs. 1 sec would be ok
Agreed, as long as the throw animation is about on par with other grenades, then its fine. |
I really don't have any problem with it. I think it's just fine as it is actually..
Molotovs also don't have a fusetimer so?
Molotovs also have a very long animation, and are extremely easy to dodge. Not really comparable. |
One factor folks seem to be missing, is that using the incendiary mortar round a lot on brit emplacements costs an awful lot of ammo. So much so, that when I do this, I usually have to build a couple of ammo caches to support this play and thus also miss out on fuel as those ammo caches would usually have been fuel caches. One incendiary shot (which may or may not hit, because its accuracy sucks) costs 45 ammo. Which is a lot, using it excessively really limits MG upgrades on grens and fausting vehicles too. |
I do love the Mortar HT. It GGs static defensive play so effortlessly, it always makes me smile. |
The thing is, it costs a lot! An arm and a leg!! 325 Munitions IIRC?
I played a custom 2v2 with some friends once, 2 OKW vs 2 Brits and we had inflicted some real damage on them, but they floated their resources pretty much the whole game and called both abilities at once and completely wiped us out. Some lucky squad wipes and all of our trucks gone, and it was gg 2 mins later.
I raged like hell, but to their credit, they played well and used the ability the exact way it is intended. Is it OP, maybe a little yes. It could do with a slight damage reduction for OKW trucks, but everything else is fine I think. It takes a long time to get, and it is designed to be a devastating ability, hence its cost.
Not what people want to hear I know, but oh well. |
Yup +1.
Changing the commanders so a choice unlocks a few other tree's & linked bulletins maybe? is the best way for sure. |