All I need to see is a rework of the hull down ability.
Make it that the tanks can hulldown themselves and immediately move out of it with a right click. (I have used it so little I dont even know whether they already can move out of it but I remember an annoying delay).
It would be better if they made it more accurate, so instead of a inane range buff, reduce the target size which was the actual effect of hull down. If you made the target size 1/3 of normal, it would make it more interesting. Also, vehicles like Stug's and Brummbar's shouldn't be able to go hull down, or have a much lower target size reduction, as the main weapon is in the hull. |
Rifle Company shouldn't get callin infantry. Its a doctrine about RIFLEMEN after all.
Give it Riflemen field defenses, reduce the flare and fire up prices by 5 munitions each and call it a day. Literally just making the abilities cheaper would fix this commander. The debuff on Fire Up is so fucking bad theres no way it should be 15 munitions, and the rifleman flares should be priced equally to the panzerfusilier ones.
If someone seriously implements actually removing or replacing these abilities with more non-riflemen garbage ill be bloody pissed. Doesn't need elite infantry or more tanks or whatnot. Even carbine upgrade sounds iffy. I wouldnt mine replacing the RE flamethrower with Riflemen molotovs though; right now Urban Assault Company is a far better boost to RM effectiveness than so-called "Rifle Company". Ditch the RE rifle nades though.
While giving it Riflemen field defenses, but lay the mines down in a reasonable period of time. They're so slow that they're almost worthless. Let the riflemen build tank traps also.
Fire up shouldn't have a debuff. None of the axis one's do, IIRC.
The only other thing I would add is an off-map arty that is the same as the old Mechanized one. This would help them greatly in larger team games while keeping the actual theme about rifles. Maybe make this call-in tied to the rifles, similar to Pathfinder arty.
One other possible upgrade would be to give it the option of the equivalent of the G43 upgrade, maybe even with aimed shot that could snipe one model - even if the aimed shot ability cost muni's.
|
Recrewing models keep the stats of their old unit, namely:
- target size;
- weapon;
- armor (Shocks);
- sight range.
However also note that they keep the reinforcement cost. So a team weapon recrewed by elite infantry will be very expensive to reinforce.
I think the units that are more than 1 pop cap per model also keep that extra pop cap, so I wouldn't recrew a MG34/raketen with Obers. |
Even if the guy was any good, we would have lost because I was so confused/bewildered I could not play The only valid thing I could think of was he knew the enemies and wanted them to win???
Happens to me regularly when I see odd stuff.
I've been playing mostly OKW in randoms for the last week. One match on Elst, my teammate who was also OKW built all of his trucks on the very left edge of the map by the fuel. I wonder if he thought I was good enough to contest the rest of the map and be there when the other team goes after his trucks.
My favorite OKW teammate truck placement happened a couple of matches later. We load into a match where the other team has howitzer commanders and bulletins. My teammate builds all of his trucks just outside the base on the retreat path from the center VP. What could possibly go wrong? |
I'd just give the option to the Calliope to be able to switch to it's main gun to be honest, like in the All Units mod and the KV-8 in vanilla to make it more worthwhile cause I still don't see it as often as the Priest.
But yeah, I don't think the Land Mattress or the Calliope should be in the base package of the Allied Armies, I have no idea why the OKW, Ost and Sovs also have them either, should all be doctrinal in my opinion.
That makes me wonder why the Wehrmacht in CoH also had the Nebelwerfer and walking Stuka again, they were basically the only ones with non-doc rocket artillery.
Seems like this would be a pretty good buff, but should come with long cooldown when switching, and possibly a price increase. I don't know if it's needed. At a minimum, it should have use of its MG's. |
I play USF more often than any other faction and would put the need for additional arty options at the very last of my wishlist. Power creep has made rifles not trade well against anything in the early to mid game. USF doesn't have a good counter to a sniper before it gets enough fuel to unlock the M20, and even then it is more of a soft counter than a hard counter. I'd really like the start of the game more balance, particularly against OKW (which seems a worse matchup than OST at the start), and then a more accessible sniper counter.
When I play either OST or OKW, if the game goes long, it already feels like a shitstorm of arty and isn't fun. Adding additional arty won't help. |
So the common thing here is that everyone who hates the way tommies are now hates the five man squad bolster upgrade and blames that for tommies being op. Meanwhile no one who is in favor of tommies can make an argument as to why tommies need to have the five men to have effective offensive power, but still want it in order to have better staying power in the late game.
My suggestion. Nerf the Tommy’s rate of fire by 10% and reduce damage from 16 to 14 per shot but make them, and all UKF infantry units 5 man squads from the start. This results in a slight buff to Infantry Sections in the early game by giving them 5 men’s worth of hit points, but taking a slight reduction in outgoing firepower and it gives them a major nerf in the late game where they cannot get the bolstered squad to upgrade both damage and durability. The end result should be that Tommies are still very good infantry that can benefit from upgrades, but are more consistent throughout the game and have less of massive power spike when the bolstered infantry sections come out.
Basically, Tommies start out as a five man squad but with the firepower of the current four man squads.
Edit: probably should also add a slight fuel cost to British teching in order to account for the fuel that would normally be spent on the bolster upgrade.
Here's a suggestion: Make all Tommies into tank hunter Sections, you won't get any more complaints.....
On a slightly more serious note, after a day of playing only OKW, it felt almost as bad going against Tommies as it feels like going against OKW as USF. |
Oh man! The op has the smell of sarcasm. We've been baited 
OP is probably rofl
Yes, I fell for it. |
I can't believe specops isn't banned for the 2v2 tourney. Doesn't seem in the best interest for competitive play
This design choice has never stopped blowing my mind. But OKWs design at launch was just absurd, some things were bound to get left over
It shouldn't be banned for tourney's unless it is banned for automatch. There should be a price adjust and a time nerf for artillery flares. |
Really? Maybe i wrong, but the most popular unit (if not talking about standart units) in recent games was...walking stuka! in some matches even 2. It is the most unbalanced unit in my opinion, while bad player couldn't use it efficient enough (beacause don't know retreat pathes in maps), pro could. Especially last game where VonIvan team played. Walking stuka don't follow the rule of ALL artillery units in game - greater distance - greater scatter. What thinking about those who make such design is big secret for me. It should be moved to behavior of other rocket arty units.
This. It's really strange that COH2 took rocket artillery which was the least accurate and turned it into laser-guided missiles. |