USF Airborn could be:
CP1 Pathfinder
CP3 HMG/Atgun drop with a mixed MP/munition cost (same as for Reco doctrine)
CP3 Paratroops
CP4 Recon loiter or run, depends on how it impacts the rocket loiter.
CPX Rocket loiter
USF Armored:
CP1 Assault engineer
CP4 Smoke barrage
CP0 M10 tank destroyer
CP12 Barrage Arty
CP13 Pershing
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Thread: what commanders would you revamp?4 Jul 2018, 09:01 AM
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Thread: what commanders would you revamp?4 Jul 2018, 06:41 AM
Following the last announcement, two commanders per faction will be revamp and delivered around October/November and one new commander will be added per faction in December So which two commanders would you like to see improved? I'd like to see Airborn being refreshed. the HMG/ATG drop could be pasted from Ostruppen doctrine (or is it another one), a plane that deliver both weapon in a single drop. The remaining ability available could be a recon, I really feel USF lacks of recon before the Major hit the field and this one could be a loiter same as Tactical doctrine. Second Doctrine is the Armor Doctrine. I think we all agree Thompson crew need to go but I don't know yet what could be added instead of it. Then the sherman dozer could go away and be replaced by the Pershing. So USF get two doctrines with the Pershing. The doctrine would be a bit similar than the Soviet armored one with the T34/85 and IS2. If it makes it too strong, removing the arty barrage and replacing it with something softer but I don't know yet what. What are your ideas? |
Thread: GCS2 Citadel faction win rate4 Jul 2018, 06:30 AM
Self repair was much more OP than 3 shots. It was basically immune to faust. In: COH2 Balance |
Thread: GCS2 Citadel faction win rate3 Jul 2018, 12:19 PM
Yes and the 222 also does that now, not at the same level but not at the same price as well. Luch also does that. I'm not saying the T-70 is in the right spot, I don't know that but I don't like the argument of "This unit must have a short lifespawn and not reach lategame." Also looking at the meta today, T-70 wiping squad potential doesn't seem so critical looking at the numeros 4 gren strat used today. People prefer to invest in more squad subject to be wiped by a T-70 than a 222 or Pzgrenshreck or pak to properly counter it. In: COH2 Balance |
Thread: GCS2 Citadel faction win rate3 Jul 2018, 11:36 AM
Maybe because the whole idea is that T-70 last till late game, same as 222 or any other light vehicle. In: COH2 Balance |
Thread: GCS2 Citadel faction win rate3 Jul 2018, 06:32 AM
Ost is suffering because they’re basically pigeonholed into getting a puma to counter the t70, otherwise the t70 runs rampant because 3 AT gun shots to kill it is never happening, and the vet 2/3 sight is essentially map hacks. This means Ost usually gets stuck on t3, which is completely dominated by t34/85s, su85s, Mark, and kv1s. Hasn't it been the case for years now? T-70 has been nerfed several times, it was much stronger before. Now with the incredibly cheap 222 you can build two of them and do the same rampage as a T-70 before it comes to the field. And two 222 counter a T-70.
IMO it is the other way around, You pick a Pershing because Ostheer players prefers to go Mobile defense + T3 spam. Mobile defense hard counter both T1 and T2 and can compete with USF T3 with the addition of some Ostheer T3 units. At the end, this is the same logic as for Soviet going KV1 or IS2 commanders to counter Mobile Defense. I think we really need to get ride of Mobile defense to see what Ostheer is capable of. Today Matchmaking or tourney the result is the same, Mobile Defense everywhere that invalidate any analyse other than Mobile Defense has to be nerf. And for OKW, 4 volks into Luch is too strong vs USF. The moment you usually start getting some air with a Stuart, the Puma hit the field. If you survive it and start thinking about expending, T3 is already there denying 1/3 of the map or a command panther that will invalidate you first sherman... In: COH2 Balance |
Thread: UKF Emplacement Rework2 Jul 2018, 16:58 PM
A flame or bundle grenade does not kill entire garrisons. In the time it takes to smoke up again and throw a second the Brit could easily replace the garrison with a fresh squad. Running into a Bofors can't always be avoided in the 3v3/4v4 corridor maps. Investing 540-560mp into indirect fire just to counter a single Bofors leaves you vulnerable to other Allied light vehicle rushes. Someone who spam Bofor and garrison them has no map presence with this idea, so investing 560 mp is nothing... In: COH2 Gameplay |
Thread: UKF Emplacement Rework2 Jul 2018, 13:16 PM
So Brits can just spam cheap-ass emplacements, fill them with some cheap engineers and once the enemy finally succeeds in almost bringing it down after a big investment in counters the squad can just evacuate and all that is lost is like 70mp and 30fu for a Bofors emplacement. It would be way too cost-effective. not if you give ungarrisoned emplacements a durability malus. In: COH2 Gameplay |
Thread: GCS2 Citadel faction win rate2 Jul 2018, 06:34 AM
Its difficult to say if Ostheer is balanced or not when everyone insta pick Mobile defense... Is Ostheer performing poorly vs Soviet because of that and the now well known strat to counter it with Sov? Also mobile defense insta hard counter both USF T1 and T2, if mobile defense was to be nerfed should Ostheer stat be more balanced vs USF without touching anything else? OKW provides too much early game dominance vs USF, if you manage a good start vs USF, it is really difficult to comeback vs a Luch rush. How to move the balance without impacting OKW/Sov. UKF is definitively dead today. I hope it will rise again this fall with a hypothetical patch. In: COH2 Balance |
Thread: Relic Update COH Online Domain26 Jun 2018, 19:20 PM
Dunno, maybe the fact that they stopped to do it some years ago. Maybe because following the gaming industry and entertainment market and the disastrous experience EA had with BF2, there is a switch in editor mentality. I really don't think DLC OP commanders will be seen in COH3 or whatever next iteration of the franchise. We may even see them disappear from the game and see new mechanism being implemented. In: Lobby |
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