Assault Artillary - Still not worth the 200 munitions cost as the circle the shells can fall within is massive. Way too dependent on RNG. I would either like to see the circle reduced in size by 50% or a guaranteed number of shells land dead center so it can be used to reliably destroy static weapons/buildings.
Sturm Officer - Overall the changes are good, but I would like to see some additional utility be added. Smoke nade or regular nade would be nice
Jagtiger - Its cost and or performance need to be addressed now that it's tied to tech. Even as a call in unit is was rarely if ever used. Currently it costs 35 fuel more than an elephant for a little more range and the ability to sink your ammo into a crap mobility upgrade, the ability to fire 2-3 shots through world objects, and an awkward barrage that will maybe tag an infantry model assuming the shells don't collide with terrain as they have little to no arc. Maybe take a look at its vet requirement/bonuses as well.
Opel Blitz - Good changes overall, the reload & ability recharge buffs it gives infantry still feels awkward though.
Command Tiger - Still a lackluster tank. The aura should be passive to be consistent with all other command vehicles. Tone down the bonuses if you have to, but no one will pay munitions to temporarily buff a few squads that have to hug the Tiger while it also gets hit with a debuff to compensate.
Schwerer - Seems like a waste if all you get are vanilla Obers out of it. They're going to have to fight vetted allied infantry and it's not like their LMG/STGs are free either. I also don't feel that the JP4/Ostwind would be too much to add to phase 1.
Sturmpios - Good changes, but I'd like to see shrek not lockout minesweeper.
Raketen - 5 more range and 1 more man won't do much to address the main issue people have with the unit, which is consistency to hit light vehicles and ability to penetrate armored targets. Early game vs an M3 will still be an RNG nightmare, and so will fighting allied heavies late game. Maybe a 1st shot out of camo accuracy/pen bonus?
SturmTiger - Give it back the ability to pierce world objects to fix its horrendous consistency issues and replace its vet 1 ability with either a recon flare or long range smoke canisters.
Profile of Sully
General Information
Steam: 76561198073335594
Residence: United States
Nationality: United States
Timezone: America/Vancouver
Game Name: Sully
Steam: 76561198073335594
Residence: United States
Nationality: United States
Timezone: America/Vancouver
Game Name: Sully
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Post History of Sully
Thread: OKW September patch discussion14 Aug 2019, 21:45 PM
In: COH2 Balance |
Thread: September patch preview bugreports14 Aug 2019, 20:48 PM
Falls are unable to capture/decapture territory. In: COH2 Balance |
Thread: September Balance Patch preview [SPBP] - general discussion14 Aug 2019, 20:01 PM
Was really hoping for some meaningful QoL changes for the SturmTiger, or even a complete redesign. Has there been any discussion with returning its world piercing projectile property back now that its AOE profile is centered around health damage/suppression? It wipes so much less than the AVRE which has a turret and auto-reload. Also, how about a usable vet 1 ability such as recon flare or long range smoke canisters? In: COH2 Balance |
Thread: NEW COMMANDER PREVIEW - 7.0 version7 May 2019, 20:50 PM
Bummer Not sure about the veterancy shuffling to be honest, seems like an overall nerf. Combat blitz at vet 4 feels very odd. Is it too much to ask that blitz come stock and make vet 4 something else entirely? Smoke cannisters (like Sherman) maybe? In: Lobby |
Thread: NEW COMMANDER PREVIEW - 7.0 version7 May 2019, 20:14 PM
Is it possible to give the Command Tiger shared veterancy while the command aura is active? Would make it worth using at the cost of the Tiger's lethality. In: Lobby |
Thread: Wehrmacht - Strategic Reserves - Feedback26 Apr 2019, 14:52 PM
I support both of these ideas, great feedback. In: Lobby |
Thread: OKW - Grand Offensive - Feedback25 Apr 2019, 13:53 PM
It'd be great if all heavies were tied to tech, but until then the OKW Tiger's cost should be reflective of it currently being the only heavy with this rule. If and when all heavies get overhauled, address its cost to match the rest. In: Lobby |
Thread: OKW - Grand Offensive - Feedback22 Apr 2019, 14:53 PM
Arguing STG obers don't have enough utility when they have: Almost all of those things come with the LMG as well. They're not incentives to go the IR STG route. Exclusive Camo and or smoke nades would be however. In: Lobby |
Thread: OKW - Grand Offensive - Feedback22 Apr 2019, 04:52 AM
It should be noted that while it’s not crazy, Obersoldaten become one of the best mobile passive detectors of stealth units with IR. Probably not advisable for a stealth unit to have great detection. Deal! Trade the detection for camo. In: Lobby |
Thread: OKW - Grand Offensive - Feedback21 Apr 2019, 15:27 PM
I really don't see how giving STG Obers passive camouflage is adding unnecessary complexity. It's not an ability you activate, and if anything it's adding consistency to the game by applying the same theme to them as other elite CQC infantry who get camouflage and or smoke grenades. It makes less sense that they do not get either while all others do. Even PGrens are getting smoke nades. In: Lobby |
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