Request: Change ability
Reason: Useless, redundant
Content:
Change mg and atgun paradrop into british Air Resupply Operation ability.
Add p47 strafing or loiter recon from Calliope commander.
(Optional)Allow pathfinder from building.
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Post History of kitekaze
Thread: Airborne Company Commander18 Jan 2016, 23:37 PM
In: COH2 Gameplay |
Thread: OKW side tech16 Jan 2016, 09:05 AM
Welp good bye ever putting trucks outside ur base ever again. Well, while we're at it, can USF stop getting free upgraded infantry? True, USF free infantry give too much early advantage. But at the same time, beside rifleman, USF does not have any alternative, especially with recent change to RET. In: COH2 Gameplay |
Thread: OKW side tech16 Jan 2016, 03:35 AM
Be patient until next patch: In: COH2 Gameplay |
Thread: Remove FRP? yay or nay.12 Jan 2016, 08:45 AM
I think that FRP is not bad, it just simply TOO EARLY. By the time FRP is accessible, NO EFFECTIVE COUNTER is available. It's the same as german facing Soviet Forward Headquarter in the past. So there are actually two solutions: - Make FRP available at very late, when rocket artillery is accessible. - OR make rocket artillery access more earlier. And one more thing: give Land Mattress to brit. They are the only faction which lack of rocket artillery. In: COH2 Balance |
Thread: Blob counter for Brits?8 Jan 2016, 06:17 AM
Okay, I misunderstand OP. He wants blob wipe, not blob counter. If that's the case then I cannot help much. The only things that work in OP case are commando and commando officer. Camo, throw grenade, then clean volk squad one by one. In: COH2 Gameplay |
Thread: Blob counter for Brits?7 Jan 2016, 23:33 PM
Volk blob is not an issue for UKF, at least for me. Early, 2 mgs are enough to keep volk blob at bay. At midgame, Centaur can kite and destroy blob quickly, or force them to retreat. At late, you might want churchill, and its lolnade that blast volk blob to oblivious. In: COH2 Gameplay |
Thread: Making T1 more appealing5 Jan 2016, 23:14 PM
In: COH2 Gameplay |
Thread: Penal+AT partisan4 Jan 2016, 06:21 AM
Is it worth the fuel investment to get AT grenades on just one squad? As the game progress, more at partisan can be spawned, depend on map and situation. In: COH2 Gameplay |
Thread: Penal+AT partisan4 Jan 2016, 05:40 AM
Currently, I'm seeking new strategy to play with all factions. This time, I try Penal Battalion as they are underused by many Soviet player. While Penal is better than conscript in term of fighting, their lack of AT ability make terrible mid game, where armor car and light tank dominate the battlefield. That's where I try to combine with second unit: AT Partisan. I was surprised. AT partisan give Penal what they lack of: light at department. With at nade, they can take out any vehicle at mid-game. In contrary, Penal can clear all kind of building with flamer and satchel, allow AT partisan ready to support at any time. My build order is engineer->T1->engineer->penalx3->medic->at nade->at partisan->T3 onward. Currently, there are only two soviet commanders that can call in at partisan. I just hope that Relic replace one more commander ability(Urban Tactic repair for at partisan for example) to make this strategy more popular. In: COH2 Gameplay |
Thread: Royal Engineer as starting unit 4 Jan 2016, 05:19 AM
If the Brits started with a Royal Engineer, their early game would morph into an Axis OKW. The REs could support the Bren while the ISs are churned out. REs are worse than Sturms, but Brens are more combat oriented than kubels, not to mention capable of garrisoning the REs. FYI, unlike soviet scout car, unit in bren carrier cannot fire. This would also allow for Brits to be able to have their REs right in position for a bofors the second that tech is researched/rushed. In team games, having a starting unit able to run out and build, say, a mortar pit, would be ridiculous. Even if it made sense for 1v1s, I don't think it would translate well into team games to be worth such a change. The way I see it, it'd be arbitrary change that would allow Brits to be able to rush emplacements into key positions a little bit sooner/easier. Bofor require bunches of fuel to build, so by the time fuel require is reached, royal engineer will be in position, no matter they are in first or second building, team game or not. In: COH2 Gameplay |
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