251 Mobile Observation Post
see little reason for the flare to cost more than soviet mortar one a price of 30 sound more reasonable.
Assault and Hold
adding durability seem like a step in the right direction.
Assault Officer
reinforcement cost reduction is step in right direction but the unit stop contributing damage in late game, add 1-2 ST44 with vet.
Breakthrough
step in right direction
Command Panzer IV
nice to see that my suggestion of removing CP is being tested. Some good changes.
Forward Resupply Station
These ability should probably repair the ambient building, add the repair bunker also for map with no ambient buddings.
Hulldown
Ability remains pretty useless for case mates. Rename to defensive position and change the bonus for case mates to increased rotation +5-10 sight possibly camo.
Luftwaffe Field Officer
Great addition, can we also add 2 more officers? A panzer officer and infatry officer?
Relief Infantry
Reduce the built/reinforcement bonus to 10% make it make it passive from CP 1-2 (same for the soviet ability)
Sector Artillery
increase tracking speed to much UKF one, tone down ability lower cost CP
Stuka Incendiary Bombing Run
a much needed change
Panzer IV Ausf. J
The unit is almost a vet 2 PzIV and does not really bring much to the table, redesign the unit to be closer to 76MM sherman with lower AI but better higher penetration so it can fight Allied heavy tanks better.
Profile of Vipper
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Post History of Vipper
Thread: Commander Update Beta 2021 - Ostheer Feedback1 Apr 2021, 00:23 AM
In: COH2 Balance |
Thread: Commander Update Beta 2021 - USF Feedback31 Mar 2021, 23:57 PM
240mm Barrage Fix friendly fire the ability does almost no friendly fire Combined Arms Toning down the ability seem a steps in right direction IR Pathfinder Barrage A step in the right direction possibly should be locked behind tech or should be toned down becoming weaker and cheaper. M26 Pershing A step in the right direction M4A3 Sherman 105mm Dozer Nice to see that my barrage suggestion is being tested, pls consider changing the auto-fire to be closer to other tank with higher projectile speed and range for less AOE. The vehicle will get more AT capabilities. Pathfinders Anti sniper capability a change in right direction, apply to JLI also. Rangers A step in the wrong direction. The unit become to versatile with 3 weapons and ability to choose when to increase AT capability. Reduce weapon slots to 2, make super bazookas a weapons upgrade for all USF elite troops. USF elite troops can no longer pick bazookas from racks Rear Echelon Rifle Grenades A change in the right direction but why not simply move the ability to riflemen? Reserve Armor good change removing the dozer upgrade. In: COH2 Balance |
Thread: Commander Update Beta 2021 - British Feedback31 Mar 2021, 23:43 PM
At first glance: Assault Nice to see my suggestions of adding durability instead of pure DPS to this abilities being tested Forward HQ Maybe these abilities should bring the ambient building to a set amount of health? 75%? Hold the Line Nice to see that my suggestion about toning the ability are being tested. M3 Resupply Halftrack Nice to see that the weapon transfer to other player has been removed as I had suggested Vickers K Light Machien Gun Although the change is in the right direction and inline with what I had suggested it seem the wrong way around from realism point of view. Bren should be the weapon able to fired on the move and VickerK the LMG even if that means swapping stock and doctrinal... The new vicker K might be too good for Heavy sappers. Churchill Crocodile Remove flares In: COH2 Balance |
Thread: Commander Update Beta 2021 - Soviet Feedback31 Mar 2021, 23:18 PM
At first glance: Assault Guards AT CP2 300MP 3SVT+3Thomspon is recipe to disaster the unit is stronger than live Ranger once vetted 4SVT+2Elite bazookas again recipe to disaster most cost efficient AT unit with decent AI For the Motherland Nice to see that my suggestion of adding durability to this abilities instead of just DPS is being tested KV-1 Heavy Tank Nice to see that my suggestions about increasing pop/removing damage reduction is being tested In: COH2 Balance |
Thread: USF Commander Revamp 202131 Mar 2021, 16:45 PM
Railway has at least one precise shot. Shot fired have scatter but also have big AOE
Time between smoke and first shot landing allows mobile unit to move out of they making the ability better vs static target
That actually can support the suggestion of increasing CP and Cost. Bottom line is that TOT has lower CP and MU with other abilities with same role for no good reason. In: Lobby |
Thread: USF Commander Revamp 202131 Mar 2021, 13:42 PM
Infantry company is a strange name for what the commander is about,it should have been something like field artillery company, i believe. Anyway, as far as i see, most pp agree that the commander should focus on arty and remove TOT is again that mind set despite whatever you, Vipper, say. You cant expect pp to not bring in personal stuff when you keep suggesting change that again the majority thought while keep acting like you are the only guy who understand game design. That is one way of looking at things but your argument works both ways One picks a commander with Lefh to counter enemy artillery. Not only Lefh can not counter the Priest effectively but infatry commander come with one of most cost efficient combo that hard counters LeFH. Priest itself is much harder to be counter with an off map. If TOT remains to infantry company than it should it should be closer to "Concentrated Fire Operation", "Railway Artillery Support" and have its CP increased to 12 and munition cost 200+. In: Lobby |
Thread: COH2 change proposal vote pool31 Mar 2021, 13:31 PM
Soviet support weapons having 6 men crews is ok. Soviets support weapons having 6 entities when using support weapons from other factions is not good and it should be removed. In: COH2 Balance |
Thread: OKW Commander Revamp 202131 Mar 2021, 13:05 PM
It is good that you have acknowledged that some of my suggestions make it to game but I am afraid you gone from one extreme to other. I am not the one that decided what goes into a the game Relic. You also seem to have missed many point: I have not call "nerfs of every single light vehicle in existence" Even top players I have asked agree to some light vehicles arrive too early "last tier mentality" for some faction mean unit above medium tank It is also a mentality that was not suggested by me, on the contrary I have advised against it I doubt that light vehicle has become obsolete in game and I see 222 to T-70,Stuart, AEC, 251 regularly
I have not idea why you bring UKF design while quoting my post that is about OKW. As for MP40 VG they are close oriented and not mid and I pointed that need for mid oriented squad not close one to fill the gap of the stock roster, MP-40 are also doctrinal.
And actually did no claim that he said that JLI are an infiltration (although it seem he did). It seem that Hannibal is pretty capable of clarifying thing and he does not seem to be in need of an advocated. In: Lobby |
Thread: OKW Commander Revamp 202131 Mar 2021, 12:51 PM
I agree and is what meant, "rushing last tier" mentality have increased the paced and there little reason to bother using beacons as initially designed. Generally speaking the parachutist offer little other by a nice gimmick and saving some time in entering the field.
VG K98 and ST44 are more mid to far oriented and do not really stand a change vs BAR riflemen. Falls arrive earlier than obers and one can fit more than 1-2. One can even spam kubels to fit more falls. Imo a design of fall that made similar to riflemen is use is viable and fill a hole in OKW units.
Fair enough and it makes some sense but the game does seem to prefer therm infiltration for unit that can actually spawn from ambient building. (see for instance infiltration commandos) Maybe camo/recon unit would a term better describing JLI/Pathfinders. In: Lobby |
Thread: OKW Commander Revamp 202131 Mar 2021, 11:56 AM
That is a problem of the "rush to last tier" mentality but the design is there and is good.
What OKW luck is a decent assault squad that is mid oriented and durable VG simply do not cut it and ST44 obers are do not fit army composition in sufficient number. Fall can easily fill that role with 5 entities. I agree that Ober has little or no reason to have booby traps. JLI are not an infiltration unit since the enter the field normally and not spawn form ambient buildings are closer to pathfinder. In: Lobby |
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