Hull Down doesn't need a redesign imo, just a slight rework for assault guns.
Disable Hull Down for Stug and Brummbar and give them an "aimed fire" mode. Once enabled, the unit will gain increased range after 5 seconds of delay, but no damage reduction. Can be deactivated only once range increase is active.
Compare it with 250's defensive stance.
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Post History of JibberJabberJobber
Thread: 6 changes to improve Wehrmacht commanders thematically 15 Nov 2019, 14:59 PM
In: COH2 Balance |
Thread: 6 changes to improve Wehrmacht commanders thematically 15 Nov 2019, 14:51 PM
Safe changes to German Mechanized Doctrine to make it good and to help it stand out from other commanders: 1. The regular 250 comes much earlier, you'd be dominating early game with it and still have a strong late game to look forward to. It would be safer to just replace the Grenadiers inside with Panzergrenadiers, so you can fit it more easily into most compositions. 2. Agreed, Smoke Bombs always have a use. 3. I like the addition of Emergency Repairs. 4. Why not keep the Spotting Scopes instead of Combined Arms? Scopes would only be left in 1 teamgame-focused commander otherwise. 5. Instead of Command Panzers, how about adding regular Panzer 4 E's to this doctrine? They'd cost like 100-110 fuel and be buildable once T3 is researched. It would be an interesting addition. In: COH2 Balance |
Thread: 6 changes to improve Wehrmacht commanders thematically 15 Nov 2019, 14:33 PM
This is my favorite team game doctrine, so would be cool if it received some love. 1. More J's would be cool to see, excellent tank. 2. Panzer Commander might be just what this doctrine needs. 3. Don't like this idea, it provides too many bonusses if combined with Hull Down and Panzer Commander. Wouldn't like to see it replace Hull Down either. Hull Down is godsend in team games against TD spam, but only available in two overshadowed doctrines. I'd just keep the Pak43. The addition of better P4's and Panzer Commander would allow Hull Down to shine if well used. 4&5. Agreed with keeping Panzer Tactician. You could also replace it with a smoke launcher ability like the Sherman has in order to change things up a bit. In: COH2 Balance |
Thread: 6 changes to improve Wehrmacht commanders thematically 15 Nov 2019, 13:55 PM
Looks quite good. I would consider replacing the Officer squad with a late game AT strafe ability though (rocket strafe or simply Stuka CAS), as the commander lacks late game power. I'd avoid Stuka loiter, it's already used in so many doctrines. Also feel it would be better to keep all the actual fire support in (reworked) CAS, to make that doctrine feel more unique, while this doctrine sets the focus on supplies. How about this: - Replace vet 1 smoke barrage on Luftwaffe Officer with vet 1 Recon Overflight (maybe Recon Pass?). - Replace Recon Overflight with "For The Fatherland" from Overwatch (infantry have decreased received accuracy in friendly territory for duration of the ability). Incendiary Run and For The Fatherland will always have some use, even in the late game. If FTFL is too strong, Tactical Movement could also be an option. Early and mid game would be quite powerful with AT rifles and sandbags for Grens, as well as the weapon drop to skip T2, so I don't think the commander needs an AI squad call-in. You're right that the early momentum might be a bit too high, I don't want to remove the officer however. The doctrine would lose most of its (potential) uniqueness. You'd no longer see med crates or incendiary run for example. Perhaps it's better to keep FG42's behind T3 as an upgrade. That way the officer would just be a Gren squad with extra man, but be able to provide med crates to heal and buff infantry, with another supportive ability at vet 1. It'd probably also be a bit confusing with the Artillery Officer since they'd have to use the same model. Don't think this is a problem, only the officer model itself would be the same. The squad would have different weapons, a different retinue (Grens or Falls) and an adjusted icon to make it distinct. In: COH2 Balance |
Thread: World Champs Final Weekend polls and discussion15 Nov 2019, 13:21 PM
All ye fools who do not believe in the might of Asten shall be struck by a hail of Stroopwafels and Hagelslag. In: COH2 Gameplay |
Thread: Is Tiger/Ace an AI or AT tank?15 Nov 2019, 10:26 AM
So after reading most of the posts, I suggest one last change to fix the Tiger: +1 This would provide good counterplay against the T34's ram ability and might improve the potential of Axis Anti-air (if well microed, the Tiger would be able to obstruct the path of planes and possibly even destroy them in a collision). I'd also like to request one more ability added to this advanced turret rotation mode (this is the last change I swear). The Tiger crew will go in overdrive to lift the tank up even higher, then land upon a target with maximum momentum. The impact would have the blast radius and damage around that of a railway artillery shell. If you land on an enemy tank with turret, its turret rotation will be disabled for 120 seconds. This way the Tiger's own slow turret will be able to keep up once it's on the ground. With these fixes the Tiger would finally be in line with the Pershing and IS2 and see actual use in high level play. In: COH2 Balance |
Thread: Is Tiger/Ace an AI or AT tank?15 Nov 2019, 03:03 AM
Pershing RoF bonus at vet 3 got reduced to 30% if I'm not mistaken. In: COH2 Balance |
Thread: 6 changes to improve Wehrmacht commanders thematically 15 Nov 2019, 01:46 AM
New version: ![]() Listened to Vipper and changed MG34 in the drop to mortar and changed cost, mostly to differentiate commander from Osttruppen Doctrine. AT-rifles changed from crate to upgrade, because it wouldn't be worth it on Grenadiers and Panzergrenadiers. In: COH2 Balance |
Thread: 6 changes to improve Wehrmacht commanders thematically 15 Nov 2019, 01:38 AM
Considered it, but the Officer already offers 2 previously doctrinal abilities without them taking commander slots, while being a potent squad itself. Also, not being able to call recon wherever you want limits usefulness in team games.
Would come too late and in too few numbers to be a distinctive feature of the commander.
The dropped MG34 can be improved with a better crew. Pioneers offer 42 sight and 1 target size over the 35 sight and 1,25 target size for normal crews. The deal is also not too bad: 400 + 8*25 = 600 manpower for MG34 with better crew, Pak40, 10 fuel and 25 munitions. 260 + 320 = 580 manpower for MG42, Pak40. T2 requirement. Mortar can't be improved with crew and is kind of redundant, unless the drop is made much cheaper.
Doesn't fit the doctrine imo. It would be better to keep this idea in mind for a Festung Support rework. It's also not that needed, because the AT-rifles makes getting multiple Pio's useful and would allow them to gain veterancy easily. In: COH2 Balance |
Thread: 6 changes to improve Wehrmacht commanders thematically 15 Nov 2019, 00:47 AM
Thank you for the feedback. The commander is meant to gain early momentum with a combination of tools for infantry (sandbags, med kits, elite squad) and plentiful AT against light vehicles (AT-rifle squads, AT gun drop). Possibly quite good if rushing T3. I think the concept could work, but some things might have to be shuffled around. How about the following changes: - Prepared Defenses changed to Entrenchment Tools (no Flak, but 1 CP earlier and adds trenches). - AT-rifles become an exclusive upgrade for Pioneers (easier to balance). - Luftwaffe Officer orders a single Luftwaffe med crate for 10 munitions (instead of 3 for 30). - Luftwaffe Officer incendiary strike becomes available at T3 tech (from T4 tech). - Luftwaffe Officer gets the two FG42's for free at deployment (instead of paying 60 muni). Would that make it tempting enough to go for? In: COH2 Balance |
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