Nice to see the reworked Commander portraits.
If you are at it maybe rename some commanders to better differentiate them?
Some of the worst contenders are the Ostheer ones, like Lightning war and Blitzkrieg, Festung Armor Support and Fortified Armor Support. Basically having the same name, one is just in german.
Profile of 0ld_Shatterhand
Post History of 0ld_Shatterhand
Thread: Commander Update Beta 2021 - General Feedback29 Apr 2021, 12:50 PM
Thread: Commander Update Beta 2021 - Ostheer Feedback5 Apr 2021, 13:43 PM
The new vet 1 ability for the LEFH is not really worth it. It barely does more damage than the regular barrage nor does it really protect territory.
One could change it into an actual area denial barrage by adding heavy suppression onto the airburst shells, lowering their damage and improving the accuracy.
Once a target zone is selected every squad that moves into it, gets more or less reliably pinned, but does not suffer too many casualties. Maybe add a vehicle blind to it, so it isn't useless against vehicles, or remove targeting for vehicles. It should have a clear advantage or tradeoff compared to the regular barrage. In this case, you would trade effective area denial for killing power. But to make that work, the airburst shells have to be very accurate and fast.
Also right now the normal shell disappears very late so you see the normal shell disappearing mid-air.
Thread: Commander Update Beta 2021 - Ostheer Feedback2 Apr 2021, 18:55 PM
The forward supply post and access to repair bunkers feel unnecessary in Joint operations. You only need one, not both. The building conversion also is lacklustre especially as it is unusable on certain maps. (See all of whiteflash's maps). I don't think building conversion is the right way to go.
Just make a bundle with tank traps, trenches repair bunkers and Riegel mines. If you want to keep the concrete MG bunker don't give it reinforcement, that is the role of the half-track or of the command bunker.
Most importantly make the repair bunker cheaper, 300 manpower is way too much, even if you consider its sturdiness. Maybe like 200 and some ammo?
So basically merge the defensive fortifications and entrenching tools (why are they still two separate upgrades?) from Defensive Doctrine and Ostruppen Doctrine and forget about that building conversion cheese.
It's way too map dependent, either being completely OP on some or a waste on others.
Thread: Vote for updated commander portraits2 Apr 2021, 18:28 PM
its looks amazing, so definitely yes
Thread: Winter patch Buglist 10 Apr 2020, 10:51 AM
Brit medics are just annoying. Almost as if they flip a coin and then decide if they want to heal or not.
Also the description about automatic healing is confusing, as far as I can tell it just makes the squad immobile sort of like an ambulance, but you have to activate the aura each time. That is still annoying and it was removed from the ambulance for a reason.
Having medics now is a step into the right direction but far from the best implementation.
In: COH2 Bugs
Thread: Can you count on Osttruppen?16 Dec 2019, 13:36 PM
Osttruppen right now are a waste of manpower. They have no staying power and the swarm and snowball tactic doesn't work anymore because of the starting cooldown.
And while the seven men conscripts definitely are OP, Ostruppen are useless even then fighting normal conscripts.
I personally would like a change to their durability, so they become real defensive infantry who doesn't kill much but keeps the frontline and allows all your other tools to do the work. So reworking their cover buff and the upgrade into that direction would solve the old snowballing and make them unique and solve a problem Ostheer has.
Thread: Kholodny Ferma Winter issues19 Jul 2018, 11:51 AM
Can we just clone the map to make it identical to the summer version and then remove one? I would prefer to keep the winter version because of the winter skins (gotta love those white pio helmets).
In: COH2 Gameplay
Thread: Unused stuff in CoH2 (for commanders update)4 Jul 2018, 12:30 PM
Out of all the things SneakEye created in his mod this has to be my favorite, the Repair/Recovery Halftrack.
Its most likely the closest we get to the Bergetiger.
Would fit perfectly in an armored support themed doctrine for Ostheer.
Thread: Map veto stats25 Jun 2018, 23:25 PM
25 Jun 2018, 22:15 PMTric
I would love to have a few of them back. Halbe, Caen, Market Ruins, Schilberg just to name a few.
I think its always sad, that the maps once in automatch get removed forever with almost no chance of comming back. Also, the ones crying loudest about the community maps might not be the majority.
I for example enjoy new maps a lot more than seeing or playing Crossroads, Crossing or Kholodny for the 1000 time (this also kinda spoils GSC for me because it's so repetitive, just as a sidenote) but I am not creating threads detailing that.
I think a solution to this problem would be to find a middle ground. I would like to see an actual map rotation (after all its called Community Map Rotation), there we have a list (like yours) of maps that are ready to go in automatch and there is a monthly rotation of maybe two new maps.
So we start from the top of the list and go towards the end and repeat. Mappers would have the opportunity to rework/remove the map in the downtime if complaints occur. And players would have something new.
The fixed schedule is important because it gives incentive to come back to the game every rotation cycle, also all of the hardcore competitive map fans wouldn't get mad because there are only 1-2 new maps in automatch at a time and vetoing would be no problem. It adds also another way of testing a map.
If a map proves to be so good, that it is constantly played in tourneys (like crossroads turned out) it could be removed from the rotation and added permanently to the map pool, on the other hand,
maps that don´t work can get kicked from the list. The outcry and hate would presumably also be smaller because there is a set time limit to the map and you now afterwards it will be gone.
Right now there is no clarity. A map might stay or not, nothing is official and you have to dig threw sturmpanthers posts to get some hints on what relic might be up to. Relic should start maintaining their community relations after all they want to sell COH3. But hey this has been said a thousand times so I´ll stop here.
TLDR: Give us an actual map rotation based on a community list
In: COH2 Gameplay
Thread: Vaux Farmlands21 Jun 2018, 10:30 AM
20 Jun 2018, 19:27 PMSturmpanther
I know that the left side has a small house too, but they can access mid way easier because of all the open space north of the small house, that's place to set up TDs, Paks MGs, right side doesn't have that.
What would you do for the Fuel house then? Care to elaborate why you think my solution doesn´t work?
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