Riflemen flares and Sprint should be merged into 1 Commander ability. Ez8 is fine, the Doctrine is what needs help.
Not sure what to do with the extra slot. Gotta be careful when you merge abilities and just add something (ahem, overwatch...)
I Don't see how this would be more in theme for the Commander. You removed two riflemen abilities that aren't on other commanders and added two riflemen abilities that are already on 2 commanders. The strangest thing thematically is Rear Echelon flamethrowers, but that should stay? I'm with you on the EZ8 point thats being said
Also this Commander seems to be about agressive tactics. M1919s and mines/bunkers are defensively minded abilities
They put the flamethrowers on the RE's when they took them away from riflemen. Riflemen with flamethrowers made playing against this commander really tough a couple of years ago. Nobody would support putting flamethrowers back on rifles.
As for the other abilities, Sprint really needs the debuff removed. It makes it worse than worthless. Flares work, but also seem like a waste of munitions, especially considering how short they last and how little gets illuminated. White phos can be okay in a few circumstances, but is overpriced and less useful than regular smoke in most cases.
Also, maybe it's just the way that I play but I don't think of 1919's as being defensive. They're almost a necessity on open maps. |
Don't change the tank, change the commander layout.
+1 - The E8 seems mostly okay, AI might be a tiny bit weak for the cost but it isn't a bad tank. The rest of the commander is pretty weak. The debuff after fire-up makes it worthless. I'm sure the usual people would defend it but if you added a debuff to the similar axis abilities then people would be screaming. White phos and flares are overpriced for very little advantage. Flamethrowers are helpful on some city maps, but how many people are going to put this commander in their loadout for that, especially when they can get the flamethrowers from Armor Company?
Pull out white phos, fire up, flares, put in field defense, 1919, and the off-map from Infantry Company and this would be a lot better (plus the abilities would follow the commander theme instead of the strange mix it has currently). |
Close the pocket is one of the hardest things to pull off in the game hands down.
It's equally punishing OF allowed to remain active but all you need to do is reconnect the cut off territory. If you held 75% of the map I hardly thing it would be so hard to push back slightly and recap a single point...
There's only a couple of maps like Trois Pons which have territories arranged so that Close the Pocket is somewhat do-able. On most maps it is really difficult to pull off. Even on Trois Pons, you can make it much more difficult for them to pull off by covering one point with a fighting pit (as USF). Other than that ability, that commander is really mediocre.
Balance on 3v3+ doesn't seem that bad right now. It's usually "worse" when you see USF players with the Calliope commander in their loadout. |
Assault Engineers are fine most of the time: they're snareless CQC units so later on you've got plenty of ways to counter them.
The problem is how quickly USF can field and mass them, so the solution I think is to make them slower to build: make Pathfinders and Assault Engineers be built from the HQ with a build time comparable to Riflemen.
That way, you won't have USF having two squads on the field right at the start, and two Assault Engineers in the time it takes to build one Rifleman squad.
If Assault engineers do get nerfed, I hope they just make them buildable or change the cooldown timing to make them come out at the same time as if they were built. The other nerfs that have been suggested, like removing the 5th model, would revert the unit back to the same state that it was when nobody used them.
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Assault Engineers
Not on the voting list for some reason, but these need to be toned down. The main problem is that they show up instantly and can do a lot of damage - especially against OKW, who won't have an MG out. Any easy fix might be locking them behind 1-2 points rather than 0, so that you can't have your army made entirely of them (at least in larger team games). Alternatively, the 4-man squad + upgrade solution suggested earlier could work, too.
I'd rather see the 1 CP solution. Another possibility might be changing them from a call-in to buildable with a time that is at least as long as rifles. It seems like part of what makes them so strong now is how fast they hit the field.
It was nice having them in the couple of games that I played because they kept me from getting rolled over by Sturmpios at the start. |
I've only played a couple online games due to health reasons, but played as USF and like the new tech structure better. I'll try the new JLI's in a couple 4v4's to see how they do.
The poll results were impressive - one of the best patches that COH2 has had. |
"$11158292 no key" is showing instead of some of the commanders abilities, also when i wanna call in for example the puma of the mobile defense doctrine, it says it requires:"$11158292 no key". so i cannot call it in.Anyone know how to fix please?
An error message like this also showed up in the Ardennes Assault campaign for me today. Forgot to take a screenshot but if it does then I'll post it. |
Every one of us will buy it when it comes out. |
I reckon he meant for the US.
M20, Greyhound, and Flak track survives 2 hits only.
Pretty sure M20 has something like 240 health and Flak Track has 320 so they don't survive 2 hits unless you're counting the hit from a snare.
The Stuart used to be really good but I think that a lot of the best players got annoyed with the double-Stuart into Pershing. The Stuart used to be something that you would always get, now it's more situational. I haven't played much since the last patch but think that with the change in tiers it will be used even less in larger games and maybe about the same in 1's. |
How is USF identical to the others? They always had the .50cal and their tiers still differ from their counterparts in terms of unit line up and performance.
It isn't, and this patch didn't make it any more like any of the others. All it did was make it easier to get both mg's and antitank guns without having a lot more squads than wanted and without delaying Major a lot. It also gives three viable tech paths, depending on the situation. As someone who likes to play USF, I like the patch.
If I had any complaints, it would be that I'd rather the fuel cost for the first two officers be 30 and the 10 fuel added to Major. I often end up floating MP before the first officer.
PS - I think that unlocking all tiers should give USF access to the Pershing, similar to how OKW gets the KT. It really needs a damage sponge on a lot of maps.
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