I have been playing a bit of rifle co, and I think the main issues with the doctrine come down to the RE flamers and the e8s.
RE flamers just make no sense thematically, and should really be changed to some sort of weapon slot taking upgrade for riflemen. I would recommend a veteran sergeant upgrade which changes the squad to "veteran riflemen," who could come with a single thompson, and either faster vet gain, sight increase, etc., or a mix.
Hell, "Veteran Riflemen" Could become a 2CP elite infantry unit with a Thompson model, RA buffs, and 2 additional weapon slots. There are plenty of options for how to design this. IIRC, veteran riflemen from the old days were a unique unit with unique voicelines? Would be a shame for something like that to go to waste.
E8 is a bit tougher. Besides its health maybe being set to 800 a-la T34/85, I really don't know what to do with it. I see two options.
-If it is meant to be a premium medium, maybe keep it at 720 hp but give it higher speed and acceleration to emphasize it as a flanking/ diving tank. I also think giving it wp shells might not be a terrible idea.
-If it is meant to be a support unit for riflemen, maybe turn it into a command tank. Give the e8 a cap of 1, and allow it to provide bonuses to nearby infantry. An ability of some kind to reinforce its role would be good as well.
Other than those options, I don't want to see buffs to the main gun, because it really shouldn't be competing with the jackson or sherman 75 IMO. The .50 upgrade should be cheapened to be in line with the upgrade on other Shermans too. I don't recall the exact numbers, but apparently it costs more.
Profile of comm_ash
Game Name: comm_ash ★
Game Name: comm_ash ★
Post History of comm_ash
Thread: Rifle company rework suggestion5 Nov 2019, 16:55 PM
Thread: The ressource mathematics of Allied factions14 Oct 2019, 23:36 PM
14 Oct 2019, 23:19 PMHon3ynuts
Penals are a double-edged sword for soviets early game. The loss in map pressure is huge compared to conscripts, I think lots of people are starting to realize the map control is more important. Going cons also lets you build T2 when teching so you can get an ATG whenever you need it as well.
Thread: Are bren blob buffs justified?11 Oct 2019, 05:15 AM
10 Oct 2019, 22:35 PMelchino7
You know, it may be a fix to make MGs ignore yellow cover. Is that possible? I doubt hiding behind a bush or in a small crater would make you feel much less suppressed than being in the open. I believe the maxim and vickers both rely heavily on accuracy to apply their suppression IIRC.
Thread: Are bren blob buffs justified?9 Oct 2019, 21:09 PM
IS aren't the real issue with brits early/ midgame. That would be the lackluster performance of the vickers HMG.
For a faction that is supposed to be defensive and reliant on units supporting their mainline infantry, the vickers is just not worth its price. I have lost track of the times volks have just crawled up and flame naded my vickers while under suppressing fire.
And for all those who try to claim that the vickers is fine because of its damage output: damage output is not why you buy an HMG; it would be like touting an ATG's anti-infantry firepower.
Thread: Sherman Crew instantly dies9 Oct 2019, 15:14 PM
It's a bug caused by the decrewed vehicle moving after the decrew. Sometimes it is more obvious, but sometimes it just rotates slightly. Problem is, a decrewed vehicle is a neutral entity, and crushes everything near it.
This bug has been in since day 1 of USF. I doubt it is ever going to get fixed.
In: COH2 Bugs
Thread: M20 over nerf rofl8 Oct 2019, 21:22 PM
Much needed nerf. Bazooka made sense when the M20 cost 340mp, not so much nowadays.
Also OP, look at the bright side, M20 crews finally get the Thompson from Elite Vehicle crews! Also, if you are concerned about a luchs or 222, why don't you build a zooka on your LT or, I dunno, a STUART.
Thread: T34 Ram8 Oct 2019, 20:09 PM
The T34/76 ram is an odd ability. In exchange for effectively removing your tank from the engagement and likely the battle, you get a die roll chance to stun the enemy tank, or deal some minor damage and get to roll again on a crit table.
This ability is far too RNG based currently. If you ram a Jagdtiger, theoretically you could get anything from a brief stun to a detrack (I believe, haven't used the ability in ages). I understand the ability is a last ditch ability, but I believe it should be changed to be closer to an extremely high risk snare.
-The Ram now guarantees an engine critical if the enemy tank is below 75% hp after the ram.
-The crit is always a regular engine critical, with a short stun as well.
-Ram still effectively deletes the T34 from the fight.
-Ram still has a pen value which deals damage equivalent to an AT round (160 damage) on a penetration.
This should make the ability less frustrating for all involved and a bit more predictable. I get that this is a very random change to happen that would not change the meta at any level, I just think it is an easy change that would bring an ability in line with other similar abilities, and possibly provide a reason to build T34/76s to support AT lines. The T34/76 does not really need a rework, so I do not think swapping this ability for something else is really necessary, just that there is no reason such an expensive "snare" does not guarantee an engine critical on the targeted tank when infantry snares do the same with much less investment.
Thread: How are Infantrysections since patch?7 Oct 2019, 21:03 PM
Can we please concentrate on how sections feel, and not whatever all this nonsense about tank tech rush costs are?
To the point, I feel the nerfs have really gimped non assault infantry sections in the early game, to the point where I feel grenades have become almost a requirement to make any offensive actions in the early game. I think the assault sections are over-performing a little bit, but something needs to be done to make the regular sections a bit more appealing. I also feel at least part of the problem is the vickers just feeling lackluster compared to the mg of the other defensive combined arms faction, Ostheer.
If we want to keep sections as a defensive cover focused unit, maybe increasing the build speed of Tommies might be a good way to reinforce that role for their high price. It could even be part of a T0 hammer/ anvil tech path, where anvil increases Tommy build speed and hammer increases out of cover performance, or even unlocks an M3 halftrack to emphasize movement tactics? Just spit balling, but I would like to see more hammer/ anvil style decisions in the UKF tree.
Thread: Regarding First Strike Bonuses7 Oct 2019, 15:14 PM
First strike bonuses have recently come into the spotlight due to the Fallschirmjaeger buffs. Several units have them, including JLI, commandos, and Ostheer units with the ambush camouflage upgrade. The bonus typically incorporates an accuracy buff when a unit fires out of camo.
However, due to the way the camouflage works on units like falls, JLI and commandos, it does not only apply when units are actually waiting in ambush and ambushing enemy squads. Rather, the access to advanced movement camouflage coupled with large amounts of yellow cover in the lategame allows "ambush" squads to retain their bonuses when attack moving or just moving around the battlefield, as they are perpetually in camouflage. In effect, this makes units with access to these abilities 25-50% better than similarly priced units for no negligible increase in player skill. This is especially problematic with units like bren commandos and Fallschrimjaeger, due to their high DPS at longer ranges regardless of first strike buffs.
I would like to see the ambush camouflage for units like this require units to actually be waiting in a position for a few moments before the ambush bonus can be applied. The time can be anywhere from 2-5 seconds. This will make ambush units feel more like they are ambushing, and less gimmicky. It will also add an additional level of skill to get the most out of these units. What are everyone's thoughts on a change like this?
Thread: Fallschirmjäger is very OP!4 Oct 2019, 21:06 PM
I've never been a fan of falls as a 4 man elite unit in game. Feel too similar too obers. Especially with faust, they just end up being a badly designed unit with no flaws to allow them to be countered like other elite infantry, or a weak unit that isn't allowed to be strong because of its all around capability.
I would rather see falls reworked to something more like guards or paratroopers. Make them a 5-6 man squad with rifles after the paradrop, with an upgrade to either G43s or 2 FG42s that act more like lmgs. This way, they can be an elite mainline infantry replacer like guards and paras are, instead of a weird unit that tries to do both the job of obers and that of volks. This would also make them easier to balance since they won't have to be worried about being wiped all the time.
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