yes, but you can only switch weapon in HQ.
otherwise the pzgren will become too flexible. The player must decide whether to use them in anti tank or anti-infantry mode.
Yep. I voted no. Now if you added some type of limit such as only switching in base plus either A. Reinforcement cost increase B. Big munition cost for this upstage like 180 munitions because Ostheer use munitions so much for upgrading their infantry it wouldn't allow them both all star everything PG plus LMG grenadier. |
Ability is interesting, if not very niche. AT guns nullify the added benefits in most cases, but it can still work.
This is a theoretical idea that looks really cool, but is practically very limited in use.
I wanted to make this commander work but it's so freaking impractical in 1v1 because if you set up defensively you often won't be in a good position and have to break out of HD anyway and because it can't hill down itself like churchills in COH1 you have to send Gren/pio/PG to do it and that it frankly usually a poor use of your time where you could be capping or getting into position for attaching/repelling attack. Ostheer is already less mobile than the allies so unless you have locked down a center or something and the end of game is approaching, you are hamstringing yourself.
TL;DR This ability has almost always been a waste in 1v1 due to very fluid nature of that matchup. Does give me the idea to try it in big team game where it might actually be viable as gameplay is more static/less mobile, flanking |
I don't like the idea, it will just promote spam and blob with no consequences if you get counter played.
Spam T0 units into withdraw to spam T2 units into withdraw into spam t3 units etc...
Pretty inefficient strategy if you are only getting back 33% to 50% of your resources don't you think? |
I actually think the schreck are in good spot. They shouldn maybe, maybe reduce range 5 meters because it's dumb they can shoot almost as far as standard armor. I know realism isn't first aim of game but effective range of hand held AT was about 80 meters and armor could engage other armor at hundreds of meters. Also this would make schreck players use more tactical maneuvers to get close not just A move forward and hope for bad pathing |
Stg aint that great, especially the sturmpios stg thats just an mp40 with a different weapon model.
Would be cool if pgrens got an upgrade for their 4x scope to improve mid-long range.
It would be nice to see some kind of long range package but IMHO, I get good use out of the PG as long as I don't try to close to near distance against multiple squads. They have excellent DPS at mid range and so running them into mid range and parking in cover should win you fights against most any non vetted Nom upgraded enemy infantry. Don't use them like shock troops unless you are looking to wipe a low health squad. The assault grenadiers are the ones who need some buffing. |
The game has shifted to the advantage of snipers and that really helps those who played a lot of vCoH. But yrs, DevM is good
I hope relic can change this. Make snipers cost less and fire less often. They are just so powerful still that it seems like every game comes down to who can keep their snipers Alive the longest. Lower ROF and lower cost would mean it wouldn't be game ended if you get counter sniped bit also wouldn't allow you to be bled dry by double snipers by any faction. |
Yeah, soviet sniper is a great counter to ostheer one right now, especially when you have some light t3 vehicles to protect from 222 rush.
I'm surprised I saw nobody attempt it. Maybe because building T1 for just 1 sniper is big resource sink
And you are putting your eggs in that basket unless of course you can snipe enough Gren's to make up for your own bleed. In a match today I landed a PM82mm mortar right on a Ostheer vet 0 full health sniper and sure enough he lived. His health Bar was so low that I could barely see any blue. Sad thing is Soviet squad would be wiped in same situation. Especially if sniper LEIG's are on field |
Hey guys!
I tried using the ability IL-2 Sturmovik Attacks (12CP) which comes with the Advanced Warfare Commander a few times while floating munitions.
The ability feels quite weird as it drops smoke, hits a linear area with 23mm cannons and is supposed to deal damage to soft targets. Still, if you try to hit infantry your opponent can easily react to it and it you try to hit a light vehicle it deal more damage if you hit the sides and less if you hit the rear. Didn't try it on a weapon team this far...
Anyone found a good use for it? Do I do something wrong? For 90MUN and a late game ability its rather ... unreliable!
There is a thread from a couple weeks ago on this with some screenshots. The trick is to fire the strafe past te target about 30 game meters. A player posted results of firing right on a Stuka and then one firing 30 m past and the first one took half health off and the 2nd one wiped the unit. |
It seems kind of odd to me to take this Commander and not use it for Agrens. It lacks powerful off map or munitions abilities and the others are more useful even before the Tiger.
If you want a Tiger Commander you also have:
Assault Support
Which most of the older players will have because it unlocked at a certain level rather than now being DLC/Warspoils
Gives you the AI strafe and the bomb run and the AFO
Spearhead
MHT, Recon, Smoke, Bomb
Basically everything there is great
Lightning War
G43s, Stuka AT Strafe
I saw it used a ton in OCF especially by OMGPOP but he and the others never built AG just used it for Stug E, off map artillery and tiger. IMO when I use this commander I always get just 1 because it is nice to have a unit with built in sprint ability to close on MGs as well as something to help guard your MG flanks as any infantry getting close enough for a grenade/Molotov will be close enough for you to engage at short range if you are paying attention. Their lack of snares, expensive grenade assault and no armor mean they aren't that great in any kind of large numbers though as a smart enemy will annihilate you with vehicles and laugh as your MP40's ping off the armor. |
Most effective is +3% accuracy , because it give unit +3% DPS
The second most effective is +5% cooldown , because this happen between each shot and third most effective is the blu one.
Reload happens only when unit need to reaload whole magazine , while cooldown is time that happen between each shot. And accuracy is main factor when you want to hit something so it mean +3% DPS while other 2 are a bit weaker.
HINT: always use bulletins on core unit becuase that one is whitch you use the most time and winning early engangements is much more important than having tiger with 10 more armor
I do the +3 accuracy and +5 cool down next best is the blue cool down and reload so I use -10% vet for MGs or SU 76 since I find myself getting getting them every game and getting to next level vet is very important compared to another +1% damage output on cons. My 2 cents. With Ostheer I do same but sometimes I will change HMG vet to mortar since the mortar at vet 2 reduces scatter a ton so I want to get there ASAP. |