Hmm really? They seem far less effective in my head now. If I'm not mistaken the fusiliers have the crit as well.
I am quite certain that they don´t have it either.
Thread: Ostheer G43s and MG42s beating me as US (1v1)25 Mar 2017, 21:41 PM
I am quite certain that they don´t have it either. In: Replay Reviews |
Thread: Ostheer G43s and MG42s beating me as US (1v1)25 Mar 2017, 19:41 PM
The G43 has a chance to crit models at or below 70% HP to instantly kill that model. I think you are mixing some points up here. The G43 on grens has no chance to crit models below 70%. That's only the G43 on Jäger Light Infantry, the same crit thing applies for Pathfinders. But G43 on grens is just a buff to mid-close damage and moving accuracy. In: Replay Reviews |
Thread: Video Scene Composing26 Feb 2017, 13:21 PM
You could try it with cheatmod. You can change the zoom level, and set up scenes by spawning in units and abilities. But you still have to be your own camera man. Other than that I am not aware of any other possibility, but I don't have much experience in this field. In: The Art Studio |
Thread: Why is the Pershing so cheap?19 Feb 2017, 14:03 PM
The pershing costs 230 fuel and not 150. In: COH2 Balance |
Thread: Ostheer Panther15 Feb 2017, 17:20 PM
The simple and sad answer is, don't ever build it. In 1vs1 its not worth it. 2 Stugs do a way better job at At. So its always better to stay at t3 and later call in a Tiger. But if you like the Panther, like I do its shittiness won't prevent you from building it. If you use it, play to its strength, that is survivability and armor. Use it as a defensive tank, almost like a mobile pak. As you noticed while moving the accuracy is mediocre. So hit stop as soon as you see an enemy tank. And while you do this, hope for a patch so that the panther comes back to old glory ![]() Edit: Damm should learn to type faster. In: COH2 Gameplay |
Thread: Smoke/Phosphorus shell reproduction steps request15 Feb 2017, 17:04 PM
It only happens if you give move orders after you ordered the smoke shell. If you stand still or gave your orders while in movement the ability works fine. Important thing is, if you give move orders after you clicked on the smoke shell button 7 out of 10 times it won't work. Sometimes it removes the muni and even starts the cooldown, even if the UI tells you otherwise. Its the whole time in "ability is launched state", but tooltips say it's on cooldown. ![]() In: COH2 Bugs |
Thread: Artillery Field officer13 Feb 2017, 12:40 PM
I was referring to stefenbk1´s post about his usage of the artillery officer. But you have some good points. What I would like to see are some good abilities. The idea of an aura only for indirect fire units sounds good, but rather boring. I would suggest a supervise ability (like us captain) only for mortars panzerwerfers and leigs, with various buffs to reload speed, accuracy and barrage cooldown. Additionally the officer should get an actual arty (like the major). My idea behind this is, to have two playstyles, one more focussed on stationary arty support suited the lefh commander and the other one focussed around mobile support with combat bonuses, so you can skip t1 with Osttruppen commander and still have a form of artillery. Then get rid of the vet 1 medkit and the coordinated barrage ability and replace them with a new one. My idea would be a sort of kubel recon mode, where it detects artillery units in the fog of war within a radius. It would have a small munition cost and last about 30 secs. This ability would suit the theme of artillery commander and it would be useful in counter barraging or hunting down katyushas in the late game. The abilities should also scale with veterancy so giving him shared veterancy isn´t a bad idea. This are my suggestions for a complete overhaul of the officer and in my opinion, it would make him a lot better. So what do you think? In: COH2 Balance |
Thread: Artillery Field officer13 Feb 2017, 11:34 AM
Your concept is great, but in reality its only of use in rare cases. Going for a howitzer in 1vs1 is risky especially with so many things outright deleting it for a small munition cost. And if you manage to obtain the howitzer the cooldown becomes so low, once you hit vet 2-3, that you can barrage almost immediately again, thus rendering the officer useless. In addition this tactic only works with one commander, and the officer is at least in 3. So I think we can agree that he definitely needs some buffs, not combat wise but support orientated. In: COH2 Balance |
Thread: Artillery Field officer13 Feb 2017, 10:44 AM
bit useless but still... Lets say you have 2-3 wher mortars. If you use the 80 muni abillty the mortars firing range will be 160 (victor target mode) rather then the normal 80. basically you can out range the british pit and the 120mm. Ok but you need to move the officer close to the target, and the mortarpit can just brace and the 120mm runs away. And if you have 2-3 mortars you should be able to counter one mortar pit or a 120mm by barraging it from different locations, thus saving muni. But in general you can´t even build 2-3 mortar or every good opponent will destroy you, at least in 1vs1. In: COH2 Balance |
Thread: Artillery Field officer13 Feb 2017, 10:25 AM
You know how to use it? Tell me, I really tried to use him in 1vs1 and 2vs2 and I didn´t have much success. Smoke is great if you face multiple maxims or Vickers, but when you would be better off with a mortar -> better to safe muni and use smoke barrage from mortar. The accuracy buff is not that useful either, grens have usually more than enough accuracy, its survivability they lack -> better to invest in lmgs for more damage. And finally the vet 1 ability is overpriced and situationally. 80 muni for a panzerwerfer barrage midcooldown? Not that great either, also you need to have t4 for that. So that´s my conclusion after several games. But if you have another way of utilising him I want to hear it, because I generally like the concept of the artillery field officer. In: COH2 Balance |
cblanco ★
보드카 중대
VonManteuffel
Heartless Jäger

Germany