I like this idea, but it seems a bit lazy to me. Moders have already shown that units can use formations on the move to avoid squad wipes, and good spacing in cover to benefit large squads.
Heck, paratroopers and NDA both show that its possible. Why can't we have more of that?
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Post History of comm_ash
Thread: AOE Suggestion to prevent squad wipes 1 Aug 2015, 12:45 PM
In: COH2 Gameplay |
Thread: UKF - Know your units - .Emplacements31 Jul 2015, 14:46 PM
It is still immobile. I hope Relic decides to give players a mobile solution as well ![]() In: Lobby |
Thread: Relic wants your vote about blizzards31 Jul 2015, 14:37 PM
The correct way to think about RNG in games IMO, is whether or not player skill can mitigate said RNG. For example, rear armor hits increase the likelihood of successful penetration, but is mitigated through good micro. It is when RNG is unmitigated and punishes players needlessly that it gets silly. For example: old flamer explosions could happen at any time. This led to flamers being very awkward investments. Sometimes you spent 60 munitions on molotoving yourself, sometimes you spent it on a scaling upgrade that helped you throughout the game. RNG has a place in COH 2. It is one of the most important factors in the game. However, steps should be taken to mitigate uncounterable RNG, so that players don't get punished "just 'cause.' It is also for this reason that I think blizzards have a place in this game. They just need a rework. In: Lobby |
Thread: How to enhance USF early game options?30 Jul 2015, 21:46 PM
The mortar is not what USF needs (we saw that in the alpha), it was a horrible unit and USF is already pretty hard with its mp needs. Really? I quite liked it. The Barrage sucked, but the smoke was a very useful addition to US early game. Did it need tweaks? yes. But it had potential. In: COH2 Balance |
Thread: Replace Ost Tank Smoke with Launched Smoke30 Jul 2015, 19:11 PM
... and you are out of munitions. Each useage of the smoke is expensive, which means that you will be absolutely drained. Ostheer isn't exactly a faction that floats munitions, and as a result if you smoke spam, you will have 0 lmgs, 0 tellers, 0 panzershrecks, no riflenades, etc. If it becomes a problem, it can always be tweaked. It will definitely be less gimicky than the micro free get out of jail free card that Panzer tactician is. In: COH2 Gameplay |
Thread: Cruzz's The More You Know30 Jul 2015, 18:02 PM
Removed the line about construction penalties from the original post because it was indeed fixed in the July 21 patch by the addition of a 2x received accuracy on most infantry that could build stuff. Except: Partisans, Mechanized halftrack LMG42 grenadiers, puma ostruppen, because consistency is hard. Wait, German Mechanized Doctrine callin grenadiers are considered different than regular grenadiers? Does this affect any bulletins/ open any way to take advantage of this fact? In: COH2 Gameplay |
Thread: Replace Ost Tank Smoke with Launched Smoke30 Jul 2015, 16:47 PM
It would be brutally OP because all Ost vehicles get panzer tactician. It would be easy to coat half the battlefield in smoke. You still have to pay for it. In: COH2 Gameplay |
Thread: Replace Ost Tank Smoke with Launched Smoke30 Jul 2015, 16:46 PM
+1 In: COH2 Gameplay |
Thread: USF Rangers30 Jul 2015, 11:42 AM
Make rifles scale better with vet -> no longer need lategame elite infantry. As the only stock fighting squad, they need to be able to do their role throughout the game. In: COH2 Balance |
Thread: SU-76 issues30 Jul 2015, 11:27 AM
The su76 is simply too cost efficient currently. In its current form, it can not only deal with any armor, bit it can also soft counter it's own counters with its barrage. This leads to it promoting a t3 only playstyle, which is not what was intended with the changes to all factions' tech. Something needs to be done. I would like to see one of these changes: -Reduce range to 55/50 -Make it have the same rof as the ZIS gun. This will reinforce the fact that it is multirole unit, and balance it around this fact. -Reduce damage to 100. This will keep it just as effective vs. Light armor, but make it harder to kill medium armor and especially heavies. -Remove barrage. ^In order from my personal favorite to my personal least favorite fixes. In: COH2 Balance |
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