While I think it's good option for engineers of all factions to be more useful, it will take away the necessary of light vehicle (Kubel, 222, Bren, M20, Scoutcar) and leave it with only anti-sniper duty.
So unless you can improve roles of light vehicle, I would choose no.
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Post History of kitekaze
Thread: Suggestion: sight options for Ostheer and USF25 Mar 2020, 03:05 AM
In: COH2 Balance |
Thread: Stale ASF Wher meta20 Feb 2020, 00:51 AM
well gamers I found my own solution, AE's are great. the flamer they get and their close range prowess means any rushing Pgrens through the smoke get blasted, giving time for the burning/nading/demo or if they reposition I can just yeet another smoke and keep pushing (if the AE's survived) then the CPT and 1x rifle get bars and act as ranged overwatch with the RE being the designated Bazooka team with AT gun support. Shouldn't you check Strategy forum before visiting this slum? In: COH2 Balance |
Thread: Tank Destroyer Poll6 Feb 2020, 00:39 AM
I've suggested that idea about 5 years ago. Nostalgic, but it's well to look back one again (ignore the soviet one): https://www.coh2.org/topic/45215/soviet-and-usf-late-stock/page/1 In: COH2 Balance |
Thread: Nerf IR Halftrack15 Jan 2020, 08:11 AM
IRHT should be removed in BattleHQ and replaced with another unit. I cant tell what should be in the slot since Okw just have everything in hand. Battle HQ already got MG34, so I won't surprise if IRHT is removed without compromise. In: COH2 Balance |
Thread: Some change for UKF25 Nov 2019, 02:45 AM
For thompson upgrade, I think a passive upgrade along with hammer, that all sapper squad receive one thompson should be sufficent. Along with out of cover penalty remove, the sappers would trade well as close range combatants. This would also be opposite with static lmg and armor bonus in anvil choice. In: COH2 Balance |
Thread: Sniper Tweaks19 Nov 2019, 08:13 AM
Sniper is fine with me, but if there is necessary a change, I'd add an overall change to camouflage detection. When unit is stationary, the camouflage unit have a detected range of 10 (so a normal unit has to be very close to them to find them). When unit is moving, the detected range is increased by 10 (20 for moving sniper) When unit is in combat, the detected range is further increased by 10 (to 30 for moving and shooting sniper). This means player must put the sniper at highest risk when they try using them to shoot-and-run other unit. (FYI, the detected range is based on the camouflage unit, it does not overlap with detection range of scout) In: COH2 Balance |
Thread: Luchs changes according to its ideal role!19 Aug 2019, 02:17 AM
There is already a vehicle that fits your critique: Flak Halftrack In: COH2 Gameplay |
Thread: Cheese units meta: remove or replace?19 Aug 2019, 00:38 AM
camo itself is not cheese, speedy camo is cheese, soviet camo slow by 80% so its ok It's also locked behind doctrine. use another at gun ? just chacge the color of one of them and done pak 38 I don't want to play an imagination game where you change the skin of panther and call it jagdpanther. No thanks. In: COH2 Balance |
Thread: Jackson - jast light version of the Panther :)7 Aug 2019, 08:14 AM
Welcome to asymmetric balance. USF may have Jackson, but they don't get stock rocket artillery (Calliope,Panzerwefer), stock late medium tank (E8,Panther), or stock early TD (M10,Stug) as OST. And USF have zero counterpart to Elefant as well, and nobody say that as "big problem". Accept the fact. In: COH2 Balance |
Thread: Jackson - jast light version of the Panther :)7 Aug 2019, 03:49 AM
Can everyone stop comparing M36 to Panther? It's terrible as saying IS-2 should be a Soviet's Elefant. The counterpart of M36(Speed) is Jadgpanzer(camo), Firefly(alpha dmg), SU85(Self-spot). While Panther should be compared to T34-85, E8, Comet (late medium tank). In: COH2 Balance |
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