I´ve only just saw the first two pictures and I´ve already thubmbs´ed up so hard that i nearly broke my hand
Finally this disgrace of a map is gettin fixed...
Oh shit, get ready CoH2 org... now, we're gonna be havin his threads (and when I say threads in his case, I mean rubbish) daily. Just look at what he has littered steam forums with.
First 4 abilities should all be lowered by 1CP
(Cause USF desperately needs more options to open up and since the core design likely wont be fixed any time soon...)
Airborne might get a slight cost reduction, to around 330MP and maybe a third upgrade choice- the bazookas
Also the speed debuff of Thompson airborne ability should not be applied on retreat (in fact, no speed debuffs on any infantry should be applied on retreat)
If the airstrike still has accuracy problems, fix them
Sometimes, I wonder if things like these should even be in the game in the first place.
Here we have an RTS designed around unit preservation with these retreat and vet mechanics. Yet when a thing like this hits, there aint gonna be no one in the blast radius to retreat or gain vet.
The Goliath and now even demos at least require a lot of skill to use effectively, but these point a click things...
Yeah your idea was in the right place. Just not how the game works for merge. When it comes to recrewing team weapons, the recrewing squad keeps all of its old traits if you didn't already know that. Besides vet bonuses that is, only the initial 3 models that re-crewed it will keep their old vet stats.
Pathfinder crew mgs have bonus vision, shock crew mgs are hard AF to dislodge, etc.
Yeah, I already know that about the weapons recrewin. Its not entirely rare to see a squad get forced to retreat by the MG crew that they flanked after walkin around half the map
Damn, so Ive been shootin myself in the foot kinda hard.
And I thought how uniquely smart I was when Ive seen none of the players anywhere do it.
Thank God Ive only been tryin it for a few days, before askin this, since those chaps are an essential part of my Soviet playstyle
So, lately Ive been developin a new habit for myself.
Instead of reinforcin combat engineers, i merge them with cons.
Of course the idea is to back the flamer up with more effective version of Mosins.
But Im not entirely sure if there arent some unpleseant side-effects.
Isnt it by any chance that combat engies actually use the same (or even better) Mosin as cons?
Also, I hope Im not slowin the repair speed down, as cons with their doctrinal repair seem way slower
And if I would merge vet3 cons with vet0 engies, do they keep their accuracy bonus?
Static arty.
Two kinds of players use it. Those who play with it for base-rapin and those who dont make their investement worth it.
The way they work just makes them terrible for the idea of supportin frontline troops with area denial, but excelent at a skill-less harrasment of enemy base
Too little chance to ever hit anythin (the fact that they just walk away would be considered a win for an area denial, but then ur stuck on cooldown for too long to make the investement worth somethin) coupled with a too long cooldown (meaning they never really vet up to get the lowered cooldown)
However, no worries, u can make up for that by shootin into that one point where all enemy squads have to go sooner or later.
I guess if they would get the vet2/3 cooldown bonus as soon as they are built and got the range greatly nerfed in exchange for that, it might become worth to use them in the proper way. The vet could then be replaced by pretty much anythin
British Combined weaponry regiment:
1CP- IS can now be upgraded with both medpacks and red smoke (on the same unit)
2CP- AEC and Bofors can now be unlocked and used both
2CP- REs get the OKWs put down the minesweeper ability
8CP- Hammer and Anvil can both be teched
Now either a 2CP Bren carrier can be upgraded with both, but Im not sure how would the model for that work. Alternatively just the Supply HT