Here are my two cents for this doctrine.
1a. I would like to combine riflemen flares and forward observers since they are largely alike
1b. Alternatively, I would like it to see forward oberservers to extended other units such as officers, rear echelons, and HMGs.
2a. I have experimented around in turning the IR pathfinders into a 2 man marksmen like the soviets but still call in arty barrages. Cost would still be 2cp and now 400 manpower. A lot people liked this
2b. The Barrages could be the Major Barrage but shared a global cool down. Not very strong but much more spam-able.
3. The Greyhound main gun needs to be buffed from 60 damage to 80 damage. Maybe additionally the armored skirts should already be upgraded as well. As suggested above, I would not like to see it to lay mines since it would be too overlapping with Lieutenant Tech because the Greyhound is an alternative to the Stuart. The M20 could use a bit of a rework like early WBP. (Weaker gun but cheaper to lay mines and support flanks.)
I would still like to see the standard Paratroopers over the Airborne Assault Group or Pershing
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Thread: Tweak least used commanders17 Aug 2017, 22:33 PM
In: COH2 Gameplay |
Thread: Seems to be no incentive for OKW to build the Schwerer HQ?11 Aug 2017, 22:02 PM
In 3v3, (I actually do this) Puma spam is actually quite powerful. Puma's range and AP is quite good for the cost. Its great when properly combo'ed with something such as Elite Armor. Elite Armor allows access some great options. 2cp Singal Relay. Pop this to see enemy vehicles (mini-map) and hunt them down such as an USF Ambulance a or a Katy. Destroying your opponents first tank quickly is also important. 4cp Emergency repairs. Good to quickly repair mine crits if you 'found' one. 7cp Heat rounds. Allows Pumas to hit harder 8cp Panzer Commander. (not applicable to puma.) 11cp Sturm Tiger. A good alternative to 'fight' infantry and great for ambushes. Additionally allows an heavy asset without T3, granted with FBP it will cost more without T3. (This strat is heavy in munitions so a sturmpioneer build maybe needed over Volks. This strat could be applied to any heavier call-in) Puma do have smoke to escape out of AT gun range but have more trouble with infantry AT the most because they are mobile. Puma anti infantry is OK but not the greatest. Also, a bug/feature (not sure which) OKW's Puma Aimed shot will still stun turretless vehicles (Assault Guns) such as SU-85 and Priests while others have the turret lock. In: COH2 Balance |
Thread: Access to balance forum should be restricted11 Aug 2017, 21:43 PM
I am only going to say this once. All opinions are valid, as long as they are constructive. Everyone has the right to their own opinions. Whether or not they could/should implemented or not is left up to discussion in said thread. The Admins and Moderators on CoH2.org have done a great job at locking threads that no longer constructive such as trying to attack each other (or necros). These desired restrictions are not needed for everyone is entitled a opinion and voice. In: COH2 Balance |
Thread: Squad-ai, Yes or No.5 Aug 2017, 23:58 PM
Some campaign missions, like mission one, had this to a degree but with a unit like shocks where if they are dancing around the are not firing especially at the very lethal for both close range is problematic. For long range, engagements this could be good but not a close range where you should have maximum control. In: COH2 Gameplay |
Thread: [Bug] Vehicle Crew Repair - Sov28 Jul 2017, 20:24 PM
The ability is decent if you hit a random mine with no enemies near by, but it additionally costing 50 munitions for a very minor repair is generally not worth. Signal Relay is good for using Pumas to hunt Katys, Ambulances, and other things of the sort. Another good thing about Armored is the heat rounds for a Puma spam. It really does help with anti medium and heavy. (I love puma spam. They are really good for their cost.) In: COH2 Bugs |
Thread: Soviet bulletin "Catch this" (AT nade range)27 Jul 2017, 18:44 PM
According to the editor, this bulletin only effects the grenade assault. In: Lobby |
Thread: [FBP] A minor request about the mortar pit.23 Jul 2017, 16:27 PM
I would like to the mortar pit's symbol changed from the two mortars to one and changed back to two when/if it gets the upgrade. In: COH2 Gameplay |
Thread: Fall Balance Preview18 Jul 2017, 09:38 AM
The only thing I really want to see added is the change of the starting sturmpioneer to either volks or a unique (weaker) sturmpioneer, and maybe the starting infantry section to a royal engie. But, over all this is very good. In: Lobby |
Thread: Churchill Smoke Bug13 Jul 2017, 20:22 PM
Well, it should be called "temp." You can rename it in your replay folder or upload it as is. (Folder: Documents_My games_Company of Heroes 2_Playback) In: COH2 Bugs |
Thread: Churchill Smoke Bug13 Jul 2017, 20:12 PM
Do you by chance have a replay? In: COH2 Bugs |
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