Timing, not the CP timing, that's for the most part OK but the ability to instantly have the unit on the field, isn't.
Lost your croc,KT,Tiger,Stug,Puma etc etc etc and have the float? replace it instantly with no wait.
The biggest issue I have with this is how devastating it can be to players, you've just lost a tank, your remainder are limping away after killing your opponents heavy and medium tanks when all of a sudden, the heavy tank returns, full health and picks away at your remaining armour.
The quick fix solution I can think of is to have the call-ins on a timer rather than insta spawn, I would even go as far as to apply this to infantry also, it's already been discussed in-depth with infiltration units but I'm referring to all other off map call in infantry.
Timings should be different per squads/vehicles however with the more costly taking longer to spawn and the cheaper the faster, I would say mirror the cooldown and have that as the 'build' timer but iirc some cool down timers are fairly lengthy.
Thoughts?
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Post History of Latch
Thread: Call ins: The overlooked problem6 Jan 2017, 16:37 PM
In: COH2 Balance |
Thread: Same map/enemy over and over?3 Jan 2017, 21:10 PM
(I don't know where to put this topic but it feels like a bug) On multiple separate occasions I have played the same map over and over again and only a game restart or luck seems to break the curse. I understand that the same opponent is just based on searching and who is online closest to my level (annoying but understandable(I've had the same person over 5 times in a row before)) but the map cycle seems to be plain broken. I can't remember the last time I played some maps, again I guess this is down to vetoes so I can accept that, just how does the game decide what map to put you on and is there someway of restricting a map (Other than a manual veto) if it has been played several times in a row? Anyone else get this? In: COH2 Bugs |
Thread: WBP: UC Command Vehicle + Question30 Dec 2016, 21:56 PM
Basically because the command vechicle was OP, put it on a UC stick it behind a hedge, and enjoy the perminant recon overflight. I think there is an argument is the ability is to make an Brit vehicle into a pseudo command p4 Which is where the UC was good for the Axis as its easier to kill, now its going to be mained on the AEC, stuck behind a hedge and enjoying the freecon. Only this time with smoke, more armour/HP and potential tread breaker ability, whilst further making UKF teching linear (For that commander choice). In: COH2 Balance |
Thread: WBP: UC Command Vehicle + Question30 Dec 2016, 21:12 PM
I understand why this was removed from the game but the negatives far outweigh the positives that it brings. UC was used because of the sheer number of negative effects the ability gives to the vehicle, so rather than wasting the power of an AEC+++, just stick it on the cheapest vehicle you can, the UC, this is bad because it's easily spammable and has no real negative side effect to losing the UC, the positives is that it is easy to kill. Putting the ability on a higher tier vehicle however makes the loss that much more punishable because of the resource loss that is accompanied with its death, but with the movement penalty, you are never going to see it placed on a vehicle higher than an AEC. Can we not get a best of both worlds on this seen as though no munitions cost is placed on the recon(Why? mark target etc has muni costs) and this is a huge nerf to commanders with this ability (I mean, it comes with one that is designed for emplacement play...) and just add a fuel cost to the ability too? That way I can still put the command ability on my UC but at a cost of 50(?) fuel, so losing it is still a problem but the Brit tech isn't so forced when using this commander? Question: Why do 2/5 factions suffer no negative effects to buildings destroyed other than time, when others are punished greater? Is it not possible to make OST and the SU buildings destructible but not to the point of deletion (same for OKW if their buildings were set-up in base sectors)? Why is this the case? In: COH2 Balance |
Thread: Weapon abilities: Cool downs25 Dec 2016, 04:23 AM
Delete: Double Post In: COH2 Balance |
Thread: Weapon abilities: Cool downs25 Dec 2016, 04:21 AM
Easy Eights don't have Willy Pete. My bad, I associated the two together due to the doctrine abilities and time warping them together In: COH2 Balance |
Thread: Weapon abilities: Cool downs25 Dec 2016, 02:01 AM
What are the chances for getting a fix for weapons firing faster (or slower?) if an ability is used such as the TWP AT gun and the OST Snipers Inc shot. Both of those allow for the units to fire two shots in a matter of seconds often resulting in a dead squad/tank. Example: https://youtu.be/qDsViP4Hyj8?t=24m33s - Jumps straight to it Skip to 24m 33 seconds: (same video but embedded doesn't work with time stamps for me.) I'm not sure what other units do this but I suspect these will be affected too?: Comet/Cromwell smoke shell UKF Sniper TWP Stug TWP Firefly Tulips (I heard somewhere this affects the main guns reload time?) Jag's predator cloak Mortars first shot after/before barrage? Zis Barrage - AT shells? In: COH2 Balance |
Thread: Balance for infiltration squads badly needed?24 Dec 2016, 13:15 PM
Obers with the LMG shred snipers before they can even react, even destroy them on retreat! In: COH2 Balance |
Thread: Balance for infiltration squads badly needed?24 Dec 2016, 09:53 AM
Possible to have them start with weapons on a cool down? That's the only way I can see commandos working with the upgrade system even though its an awful suggestion. My suggestion augmented from others: 3 different squad costs: #1 Spawn from base (300MP) #2 Parachute in (350MP) *All but the party units #3 Spawn from buildings (400MP) *All but USF Airborne Obviously the costs are just an example but it gives a reason to call in units from your base other than misclicking on a building and allows infiltration units to be called in on maps with limited or poorly placed buildings. In: COH2 Balance |
Thread: Balance for infiltration squads badly needed?24 Dec 2016, 06:04 AM
#1 So you want a 4 man sniper squad that insta wipes any squad it clicks on? do YOU know how its mechanics even work? 3 squad member fires, taking the sniper HP down to >75, last member fires, gets crit. basically, a one shotted sniper. #2 6 men squads are impossible to take out with a sniper, if you can't use a 6 man squad to your advantage against a sniper then I'm sorry but thats your problem and not the games. #3 If only you had a T0 vehicle that had a damage buff vs snipers, that would be helpful wouldn't it... If you seriously rely on infiltration squads to kill a single unit then you really need to learn how to use stealth units and or flanking efficiently, not just A moving your whole army around the map/clicking on the retreating sniper. Snipers require so much baby sitting that 90% of the time you will kill it without you even knowing if you play normally, it's impossible to use a sniper and fight on several points of the map, use that to your advantage, start several fights, locate the sniper, flank it whilst keeping the fight active and more intense in the area the sniper isn't. In: COH2 Balance |
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