So... What about binding radio silence to the command Panther and make it replace the Aura buffs for the duration?
Then you have a strong ability but it requires the command Panther, it's limited to the range of the command Aura AND the power of the Aura is not active for duration (what good is a command unit when it can't communicate?)
Makes it good for a pointed attack but predictable and contained with drawbacks. |
meanwhile bunkers and s-mines and trenches are also huge bonuses that everyone and their mothers get acess into when using fortifications doc...
Do smines and trenches give minimap info and allow you to reinforce your elite infantry models including any crew weapons on field? |
Imo the tank itself needs a buff. The unit shouldn't rely solely on its Aura to generate value. Make the gun a stub dick stug clone so it can actually kill some infantry |
It get normal speed as a vet bonus.
vet gating an ability yo have to pay specificly for isnt the way to go. until vet 2 the ability is effectivly useless and theres no reason for the performance to be neutered until its 3/4 the way through its vet. its even worse that you have to pay a full 20 mu for it in its neutered state. id sooner the ability be free with a long ass cooldown and improve it with vet if thats the way its going to be, that at least justifies an unlock cost and poor performance.
VG incendiary grenade where designed to as counter to maxim spam so it not the best thing to compare them with to begin with. (And you aware how I feel about them).
flame nade was added to counter garrisons as OKW struggled vs them, regardless the comparison is as clear as any in game due to the similarities between volks and cons. the flame nade would be ok on sturms, so that every garrison or engagement involving cover isnt instantly in favor of volks. the saturation of the flame nade also heavily impacts mgs whom often dont suppress quickly enough once there is any cover at all in their arcs. a dug in MG should be countering infantry, not countered by run of the mill mainlines crawling through a hail of gunfire.
long and short is the flame nade defies balance an molitovs are underpowered and overpriced when compared to literally anything similar in price point or performance..
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Molotov just had a flame crit back in the day, the same way all flame weapons did. Thats why it was so long to throw, because it potentually could have inta wipe few models.
Question is, why in a gods name its still isnt buffed, because flame crits gone like ages ago. Its also fun to see that we have EXCACT same ability for USF now, but with normal throwing time.
a normal throw time would do wonders for the ability. the fact that you are paying (or not paying, because its garbage) for an ability that it flat out worse than others in the same vein that are free is an enigma to me. |
Seems like the goal is to make 1 churchill appealing, but discouraging multiple, so why not just make it 200 fuel or so, limit it to 1 and just give it everything it needs, whatever that would be? Just a wild idea based on randomness going around its pop costs shenanigans and overal randomness on where to put it, what should it do and how many should be used in contrast of its previous patches.
hard cap it. problem solved. it can BE attractive without running the risk of having multiple super meatshields roaming around. same with the comet. both these tanks should be great but are hampered by the risk of swarms. increasing the pop cap is counter intuitive because it takes up army space to support it meaning its power needs to be greater to make up for presence. hard capping heavies was one of the best changes in coh2 history and these elite premiums would benifit from it as well i feel. |
Can we fix decap point ability of Stuka Dive bomber and uncounterable sight tool of OKW artillery flares at this patch please?
Stuka dive bomber - decap point: Because of this ability there is no way for an allied 4vs4 team to stop Close the Pocket on poorly desigend maps like Redball/Whiteball even if they know the axis team can pull it off. On axis side you have commander abilities for uncounterable sight, for destruction of caches and for instant decapping of points. We tried it ourselves as an axis team multiple times, it costs a lot of ammunition, but it is always a cheesy game changer that will win the game.
caches are they key here. ive had the pocket closed in 4s. it hurts like hell but it is preventable. dont leave your cut off free to take and itll be fine. that said, delaying the rain of death a bit so the player has time to recap a bit before everything is deletd might be nice. have the ability ramp up a bit more
Artillery Flares: Can be used with the tactic above. It is the only uncounterable ability in the game that gives constant sight at any given point of the map. Especially since a lot of attack planes and offmap artillery abilities need sight to be efficient it is the perfect addition in a multiplayer game. Recon should be always counterable. Exchange this ability with recon plane please (you should rework artillery flares at UKF Royal Artillery Regiment at some point too, sending planes instead of flares, but the ability is less of a problem).
iirc its being looked at |
agree, 222 needs some love.
i suggest move vet3 hp to vet2 and give vet3 some new timed recon ability with muni required.
give it a durability buff with battle phase 2. immunity to small arms and a bit more health |
i agree the commander is a bit nuts. instead of spec ops maybe it should be called "fire sale on abilities doctrine" because most of it is massively cost efficient compared to other abilities.
flares you get a recon loiter, for the same price, but no drawbacks (in live)
infiltration nades cost the same as a molitov
radio silence costs as much as oorahing 2 units, but instead of broadcasting that you are sprinting it removes the units from the map...
and of course because its an okw commander you are not missing out on anything in choosing this commander- if this exact same commander was on say ost, it would be significantly weaker as you would be giving up durable infantry or heavy armour for example which would somewhat help balance it.
my suggestions are as follows:
radio silence- as now, but only when outside combat. the ability itself is frankly really cool and outside the box, i agree with sander that there should be more abilities that scale with skill level BUT its a bit much to not only have to react more swiftly due to sprint but also not know where to react.
with my suggestion you end up with something more realistic (not that that matters) where preparing for an assault and maneuvering puts the enemy in disarray. they cant tell if theres a wide flank, or how many nits are engaging or where, until they do engage.
increase cost and cooldown as necessary
flares- already being looked at in the current patch with is good. if that falls through, id tie them to a unit so that they are in line with every singe other flare (except brit flares, which could be tied to the val or something, but a different topic that is) preferably the UHU, who i would put into this doctrine and replace with a dedicated AT squad. the UHU could then fill a support unit role, with debuffs and recon. increase infantry target sizes, detect camo ect.
infiltration nades are an odd duck. outrageously cost effective and nasty when they hit, but not always available... either way 20 mu is a disgracefully low cost i admit i dont have anything more than "increase price" to say about this... |
or Machineguns gettin jammed when under fire of a blob
this already exists in game! or at least thats my head cannon for what happens when my mg decides that blob marching across no cover need only a warning burst and never fires again... |