My feelings on the Brit changes:
I feel like the aec still misses a ludicrous amount of shots on the move and accelerates kinda slow for a unit that's supposed to be the flanker or close quarters version of the puma, and it (rightly so) can't fight infantry anymore. I also feel like light gammon bombs are still a little cheesy considering commandos get the best version of infantry camo. I feel pretty dirty just chucking one at an mg or mortar in cover from camo for a pretty much guaranteed wipe. I had an idea off the top of my head that maybe giving it wider aoe (like a lot wider) but reducing the damage 40 (half of a model's health right?) or even less and having little damage fall-off at range so that it's an effective way to open an ambush even on a larger force, but can't be the ambush by itself. I think that the tulip changes might be a little much seeing that the brits have no non-doctrinal way to immobilize a tank except for the aec, which can't really hold long enough in the lategame (especially stationary) to snare bigger tanks. Also, is there a reason that Brit gliders can't be repaired? It really sucks to call in a vanguard glider and have it too damaged to make commandos because rng decided it should get shot up by okw base aa (not a problem anymore I guess) or if it's later game, pintle 42s or the flak base and hit a bush on landing.
Also, for laymen like me, how impactful are the bren changes and tommy and commando RA changes?
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Post History of LoopDloop
Thread: Unofficial Revamp mod (EFA & WFA & Brits)8 Jul 2017, 05:20 AM
In: COH2 Gameplay |
Thread: Unofficial Revamp mod (EFA & WFA & Brits)7 Jul 2017, 19:10 PM
Just out of curiosity, how come after they hit the field? All other factions can lay their comparatively heavier mines right out the gate (except for brits because sappers are t2 of course), which only really has dubious usefulness, since most people just save muni for weapon upgrades when they tech up and mines are really expensive in the early game anyway. In: COH2 Gameplay |
Thread: Unofficial Revamp mod (EFA & WFA & Brits)6 Jul 2017, 19:40 PM
Both are 25. Eh that's actually pretty useful. Still would like to see riflemen fire up not have debuffs. There's already so many no consequences sprint abilities in the game; cons have it, jaegers have it and assault nades lol, the russian army can have it at the same time, etc. In: COH2 Gameplay |
Thread: Company of Heroes 2 Not so Balanced US Forces need real Buff6 Jul 2017, 19:30 PM
Yeah, it's fine where its at. Also, it counters kubel as hard as kubel counters usf. In: COH2 Balance |
Thread: Unofficial Revamp mod (EFA & WFA & Brits)6 Jul 2017, 19:21 PM
They are also one of the worst infantry in terms of cost effectiveness. They cost the same to reinforce as volks. In: COH2 Gameplay |
Thread: Not a single TD for ostheer6 Jul 2017, 19:16 PM
They have a wunderwaffe called okw. Also, in its current stug might as well be wunderwaffe for 90 fuel. In: COH2 Gameplay |
Thread: Unofficial Revamp mod (EFA & WFA & Brits)4 Jul 2017, 19:23 PM
Wouldn't making TDs of all types less accurate at max range make them rng monsters though? Like, if there was a 50% chance to hit a jackson at max range with JT then either you could miss like 2-3 shots in a row, which is devastating, or hit both the first two shots, which would probably be equally as frustrating for the Jackson's commander because it was only a 50-50 chance to hit one shot, meaning that there's only a 25% chance of 2 shots connecting. Totally hypothetical situation, but it highlights the problem with decreasing TDs' accuracy, even though I'm on board with what you want the end result to be. That is already the case in the live automatch. Lol stug spam? Paks? In: COH2 Gameplay |
Thread: The Penal Problem4 Jul 2017, 17:55 PM
Or you could give penals some sort of an upgrade that's mutually exclusive with the PTRS upgrade like DPs for late game after corresponding nerfs. It would give them a role at least, as sort of guards-lite, which they already are anyway (but better). In: COH2 Balance |
Thread: One-time heavy tanks?4 Jul 2017, 03:36 AM
That'll boost the power of mediums even farther. Not something needed at all for 1v1. Teamgames is another story, but a lot of times it's a map issue or a team synergy issue. Won't it not really affect 1v1s though? You rarely save up enough fuel to rebuy heavies somewhat constantly like you can in teamgames. Having to wait another 230 fuel to call in a single vehicle again is already a hefty price. Any player that just floats that amount in case their Tiger is lost, is just giving their opponent less targets to shoot. The thing is, in teamgames that last a really long time (like 50+ minutes) unless you play like a true soviet commander with your tanks you shouldn't lose that many when you have a heavy because keeping one heavy alive usually means you aren't "bleeding" from losing a medium here, a medium there. This applies to both axis and allies. They are much easier to replace in those situations than they are to take out. no Ah a well thought out and insightful counterargument. I applaud your eloquence sir. Why even bother posting? In: COH2 Balance |
Thread: Unofficial Revamp mod (EFA & WFA & Brits)4 Jul 2017, 02:43 AM
Yeah. And I do play okw, Alphrum. I have a couple of friends who prefer axis, so while I prefer ost, I do also end up playing okw plenty. I also use a kubelspam to pfusies strat when I'm feeling cheesy, so I know exactly how rubbish they are in live on the move, but I also know they're way faster than infantry and are rng magnets because of high (for small arms) armor and mediocre health. There's also no rule that says you aren't allowed to stop and fire a burst when you kite either, that's how you're supposed to use ost panther. And echelons comfortably lose to everything else in the game so why should they not be able to beat kubels in a certain situation? They're of comparable cost. In: COH2 Gameplay |
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