Why did you add the heavy tank changes at the end since they have nothing to do with the last patch, so they're not a hotfix? If it was not just about last patch, there is a list of things that should be changed first before the heavy tank stuff IMO
Oh and I disagree with the USF points. Assault engineers might be a bit too powerful in 1v1 (dunno), but in 2v2 and upwards they are still doo-doo trash especially vs OKW. It only makes sense to get 1 squad for flamer on urban maps maybe but that's it.
Same for Pathfinders, I dont think they are OP. They got no snare, no grenade, and they are really bad in a cover engagement, even if you use light cover vs them.
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Steam: 76561198062101687
Residence: Germany
Nationality: Germany
Timezone: Europe/Berlin
Game Name: [NS] aerafield
Steam: 76561198062101687
Residence: Germany
Nationality: Germany
Timezone: Europe/Berlin
Game Name: [NS] aerafield
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Post History of aerafield
Thread: List of things that need to be hotfixed. Relic please.22 Jan 2019, 12:05 PM
In: COH2 Balance |
Thread: New Commander Submission - Discuss21 Jan 2019, 16:54 PM
Yeah I was thinking about Hull Down as well, I had the idea of maybe changing it in a way that it's a permanent upgrade? For example +80 health for 40 munitions (but no other bonus), and the vehicle can still move normally. Would be similar like the dozer blade upgrade from sherman (mechanized doc) then but with less health bonus and no heavy terrain crush. I explained it a bit more detailed in my Panzerjäger commander suggestion, in the Bold text part I think the Hull Down as it is right now just has no place in this game. Why would someone want to get a tank to sit around on 1 spot with it? You can get HMGs and PaKs for that. And if it would get some serious buffs it would probably become OP. In: Lobby |
Thread: New Commander Submission - Discuss21 Jan 2019, 15:08 PM
I like this one, but doesnt it sound a bit too strong and too versatile? In: Lobby |
Thread: New Commander Submission - Discuss20 Jan 2019, 19:11 PM
Seeing tons of aircraft support in the suggestions for OKW. I thought OKW is supposed to be the late war axis army on the western front? Their aircraft power was a disaster, so I dont know if it would be very realistic. Luftwaffe Ground Forces and Overwatch already have loiters, and that is already more than enough if you ask me. Otherwise OKW would turn into an Aircraft-heavy faction. In: Lobby |
Thread: Balance still not fun at all in team (3vs3+) Open source ?20 Jan 2019, 10:06 AM
Even tho a lot people might disagree, I actually love the map pool in 3v3 (much more than the one from 2v2 for instance). Especially the 4v4 maps allow for a lot dynamic fights without the camping and clusterfucks due to their size. But then you also have slug fights here and there for some variation, best example here is "Across the Rhine", really really hard to end the game quickly on that map. The only issue I have with the 3v3 pool is that this trash map Ettelbruck Station is still in there. I think it's even less competitive than vCoH's Sheldt... all about camping and arty spam, total clusterfuck, 0 room to maneuver, almost impossible to capture opponent's fuel (--> long match). The only map where lower ranked players can do well vs significantly higher ranked players. In: COH2 Balance |
Thread: Teller mines20 Jan 2019, 00:35 AM
give wer a LT and then we talk, the max u could do is lowering the damage but changing the critical to immobilized Copying the behavior of riegel mines would solve the one-shots vs light tanks but from late mid game and onwards it would be too OP. You cannot rescue a medium or expensive heavy tank if it drives into such a mine... they're just dead af then vs competent players In: COH2 Balance |
Thread: Balance still not fun at all in team (3vs3+) Open source ?19 Jan 2019, 17:15 PM
The deep mud got removed with Sturmpanther's first map revamp update. So the mud is just a cosmetical overlay now with no penalties or anything In: COH2 Balance |
Thread: New Commander Submission - Discuss17 Jan 2019, 17:44 PM
Tank hunter tactics It doesnt need a test mod to know that this doctrine would be complete cancer and unfun to play against in 2v2 and upwards It's basically like Jaeger Armor doc from Ostheer(which is already super strong and annoying to play vs) with the difference that it's even harder to destroy the elefant now, if not impossible. How can you kill a well coordinated elefant if it gets protected by HEAT-ammo units and JU87 loiters all the time? Also it would mean a comeback of volks- schreckblobs and an elefant that 2-shots almost every single allied tank with HEAT ammo. Btw spotting scopes is a terribly designed ability that cannot be countered and allows you to spot any enemy flanking attempt (or attack in general) early enough to give you tons of time to react with 0 downsides. I dont think it's a good idea to add this ability to more doctrines in the game @EVERYONE In: Lobby |
Thread: The Three Musketeers17 Jan 2019, 16:22 PM
vasa banned In: Replays |
Thread: USF New meta16 Jan 2019, 23:40 PM
I think the 3 best teamgame docs for USF now are Mechanized, Airborne and (still) Infantry company. Early game build orders haven't changed much, but you can tech up to LT or CPT much earlier now which you need to pay attention to. Early nade tech can be rly good especially vs Ostheer now. In some situations and how USF tech got changed, it's actually more wise now to go both LT and CPT before Major. 50cals are very essential IMO, but be careful: Jäger light inf from OKW is meta now as they're a bit OP. They can wipe the floor with a 50cal (or USF in general ) 50cal and AT gun drop from airborne doc is extremely cheap now. It's still all about riflemen. You see some pathfinder-only strats now here and there since they are 0 CP but personally I think it doesnt work vs competent players(feel free to try it yourself tho). The exact same goes for new Assault Engineers (armor doc), I dont think they're that crazy good even as 5 men squad. The mortar halftrack is super good for support now. It's cheap and vet 0 Phosphorus is amazing vs team weapons (vet 1 delayed barrage got buffed as well but it's still very situational). It's easier to pull off light vehicle plays with the new USF tech, M20 for instance arrives very early now. I also love M3 halftrack rush from Mech doc with cavalry riflemen inside. If you struggle with early capping on bigger maps, keep in mind that the WC51 jeep can cap like Kubelwagen now. Some tips for late game: Normal sherman with bulldozer upgrade(+160 health!) from Mech doc + Jacksons is a super good and cost effective combo. Jacksons + P47 loiter is still devastating if you struggle vs tanks. And if there are many OKW HQ trucks on the field you are never wrong with some priests. Scotts are still OP |
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VSCSSSSSSI: Stalingrad Käsezwerg SoE-Sturmpanther- [NS] aerafieldCPS Make America Great Again! CPS Deep♂Dark♂Fantasy CPS USE-M246 CPS Bondage♂Sex♂Party[NS]oE vs CPS g1by: aerafield map: Unknown1-852
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