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russian armor

Rifle company

15 Jul 2014, 20:58 PM
#1
avatar of Jaigen

Posts: 1130

The already strongest starting infantry of coh 2 gets severely out of whack with this commander. the ability to pump out vet 2 rifleman which severely increases their already borderline op firepower even further and some maps your royally screwed,

The ability to vet up rifleman needs to come later. i suggest rifleman training to arrive at 2 cp so these guys dont fuck up the early game balance.
16 Jul 2014, 01:41 AM
#3
avatar of elchino7
Senior Moderator Badge

Posts: 8154 | Subs: 2

I think we already have another thread. Anyway, take out the call in and make it be build directly from your base.
17 Jul 2014, 14:33 PM
#4
avatar of ShrewdSalami

Posts: 9

Would be ok as 2cp+ call in designed to replace fallen vet riflemen later in the game.
17 Jul 2014, 15:07 PM
#5
avatar of Chacineiro

Posts: 65

Would be ok as 2cp+ call in designed to replace fallen vet riflemen later in the game.


Indeed, would be a nice fix and still be a useful ability.

Too bad the last time I got to use this commander was in alpha...
29 Apr 2015, 01:15 AM
#6
avatar of Tea Maker Machine

Posts: 270

One year on, this crap still is not fixed. Definitely the most game breaking issue at the moment.
29 Apr 2015, 01:26 AM
#7
avatar of AssaultPlazma

Posts: 300

I think we already have another thread. Anyway, take out the call in and make it be build directly from your base.



when was it ever a problem to begin with?
29 Apr 2015, 01:28 AM
#8
avatar of Tea Maker Machine

Posts: 270

29 Apr 2015, 01:29 AM
#9
avatar of AssaultPlazma

Posts: 300

How are you going to understand the issue if you play one faction only?



Problem?
29 Apr 2015, 01:57 AM
#10
avatar of comm_ash
Patrion 14

Posts: 1194 | Subs: 1

How about add a fuel cost and reduce the mp cost to make it similar to elite troops? USF needs vet for their vehicles late game, so I could see this as a useful way to balance it at 1 CP, so super riflemen don't enter the battlefield early, and are instead coming at a pretty hefty cost to the USF player, while also giving USF a way to get access to better armor for the later game.
29 Apr 2015, 05:47 AM
#11
avatar of Flamee

Posts: 710

How are you going to understand the issue if you play one faction only?


A bit ironic that you say that to someone else when hiding your playercard, don't you think?
29 Apr 2015, 05:57 AM
#12
avatar of CookiezNcreem
Senior Strategist Badge
Donator 11

Posts: 3052 | Subs: 15

jump backJump back to quoted post29 Apr 2015, 05:47 AMFlamee


A bit ironic that you say that to someone else when hiding your playercard, don't you think?



obvious troll is obvious
29 Apr 2015, 07:03 AM
#13
avatar of Australian Magic

Posts: 4630 | Subs: 2




obvious troll is obvious


29 Apr 2015, 07:10 AM
#14
avatar of Katitof

Posts: 17887 | Subs: 8

How are you going to understand the issue if you play one faction only?

Irony critical hit.

Also, don't fix what isn't broken.
29 Apr 2015, 07:21 AM
#15
avatar of Highfiveeeee

Posts: 1740

Sure, Rifle Company is the strongest USF commander IMO.
The thing is, that everything in this commander is useful.

But luckily there is no artillery that can kill your infantry and no paratroopers. In fact most players rely too much on their Elite Rifles and forget that a green cover Volksgrenadier Squad will still kill them on open fields.

I usually play 4 Volks -> Med Truck and get at least one LeIG because it deals very well with the upcoming rifle blobs. Then I proceed building the Flak HT or, depending on the situation, a Jagdpanzer IV which I really learned to like.

If all 4 of your Volks have Schrecks, you won't have to fear the E8s. Keep fighting near your med truck and your LeIGs will heavily bleed the USF player because the Rifles aren't cheap to reinforce.

This strat works perfectly with the OKW defensive commander (with MG34/BUnker, etc.)
29 Apr 2015, 11:00 AM
#16
avatar of Rollo

Posts: 738

I feel like it's still over performing against OKW, Wehr can counter flamer/zook blobs quite well with sniper/MG42 play into StuG E. But unfortunately for OKW all their suppression options bar the doctrinal 34 are based on vehicles and die to a strong breeze (or in the case of the Kubel a single RE squad).

Even the MG34 is a pos, once rifles get vet they can basically just walk into the arc and flame/grenade them to death.

http://www.coh2.org/replay/33891/rollo-vs-taw%E2%80%A0relic-lover-0-bytes%E2%80%A0-game-one
29 Apr 2015, 11:34 AM
#17
avatar of Tea Maker Machine

Posts: 270




Problem?

You can't understand this issue since you play one faction.
Cowboys gotta stop with their name callings and childish "nah my faction not op" type of responses.

@comm_ash: Adding fuel cost would make using them reluctant. Just like the OST elite training where you have to spend 25 fuel on inf lol. Muni cost and CP delay would be a better solution.


There is a reason why every beginner purchases this doc right after buying the game. It's almost like cheating, just like the MechAss Doc. Pooping out vet 2 (23% received accuracy, -20% cooldown) RM, a unit with almost twice the DPS of their axis counterparts, right at the start of the match is breaking the game.


29 Apr 2015, 12:00 PM
#18
avatar of Katitof

Posts: 17887 | Subs: 8


You can't understand this issue since you play one faction.

29 Apr 2015, 12:10 PM
#19
29 Apr 2015, 12:17 PM
#20
avatar of Burts

Posts: 1702

vet rifles are not the problem... If anything the rifle company is OP due to rifle flamethrowers, not vet rifles.


But even then IMO both airborne and armor are stronger.
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