Well, with arty or mortar it is often just decrewed. With the skill plane you just throw the 350/50 down the drain.
I think the issue is not the skill planes, but the commander composition. |
Well, generally i do not have a problem with skill planes. But there a certain commanders that are a little bit too good and have too many counters against their own hardcounters.
Example are the soviet commanders that, when picking ISU152, also got their bombing strike that neutralizes completely the hardcounter (like PAK43). And that is my main issue with the skill planes.
Smoke and ISU152 alone is enough to counter PAK43.
Some commander reworks with a certain emphasis on maybe Infantry, tank heavy or something would be a good step into the right direction. |
AA is for loiters, not strafes.
Strafes will always deliver payload, then they can be shot down.
I did not know that. Thanks for clarification. |
Prepare AA
No problem
Well, the Skill Plane from the ISU152 doctrine can't be countered by AA. Got a Ostwind lately and it was always possible to hit it's location. |
Spielführer#6845 |
Give ST more armor than the Pz IV (Tiger lvl), and let it again shoot through everything and it is fine. |
Thanks for the information.
I'll give the attribute editor a chance. |
Is there a possibility to sort RelicCoH2.English a bit or how can I fast identify which row belongs to which unit etc.? |
If EA can manage to sell Battlefield 1 with italian and hungarians, the relic can manage to sell CoH3 with afrika wehrmacht, brits, early war US and italians.
All that CoH fans care about is the WW2 setting and good coh gameplay. CoH2 launched without a king tiger or sherman tank after all and still sold well.
I think the game was Panzers/Panzers2 that were really good and in that scenario. |
Ostheer
Scorched Earth
2cp: Booby traps (to set a bomb inside a neutral building. The bomb will only detonate if enemy infantry attempt to garrison that building, and will likely kill one or more of them and on strategic point an incendiary bomb on a non-enemy-controlled Strategic Point will only detonate if enemy infantry attempt to grab that point.)
4cp: Scorched Earth (completely disable a strategic point, rendering it unusable. Neither side can capture that point without first sending engineering units in to repair it - a long and tedious process.)
6cp: Brandenburger Sabotage Squad (4men, close to Stormtroopers, can lay down single S-Mine field, set up booby traps, disable strategic points via scorched earth tactics)
8cp: lFH18
10cp: Sector Artillery (Allows targeting a non-enemy sector for off-map artillery fire. For the duration of the effect, any enemy unit spotted within that sector's boundaries will be continously bombarded by a slow but accurate artillery volley, until it is destroyed or disappears from sight.)
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