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Post History of LoopDloop
Thread: Ostheer infantry scaling11 Mar 2017, 07:28 AM
I think (in my limited, humble opinion) that the thing about ost is that support weapons by themselves suck, and ost infantry by themselves suck, but they are designed to fill each other's gaps and weaknesses and be played together. In a way, that makes ost harder than a lot of other factions, especially WFA, because they don't have access to some do-all badass unit, but have a bunch of tools to use in tandem with each other to get the job done. I think the wbp is a step in the right direction for ost, but they still shouldn't have infantry on the levels of riflemen or tommies. They could be cheaper to reinforce though imo (maybe 26-27; in between volks and brit and usf infantry). In: COH2 Balance |
Thread: Volksgrenadiers & Obersoldaten11 Mar 2017, 07:05 AM
Obersoldaten's ability to move and fire with LMGs is often overlooked. It is worth noting however that rifles and the few lmgs (34 and 1919) that fire on the move both have awful accuracy while moving. On the flip side, both those weapons on obers already have pretty insane damage, so you'll still end up doing a lot on the move too. In: COH2 Balance |
Thread: Volksgrenadiers & Obersoldaten9 Mar 2017, 04:16 AM
I still think giving cheap five man squads arguably the best at weapons would be too much of a slap in the face to basically all allied armor. They would still have four kar98s and be 25mp to reinforce, making them way way better than zook riflemen or piat sections at basically everything, while still being cheaper. In: COH2 Balance |
Thread: Volksgrenadiers & Obersoldaten9 Mar 2017, 04:12 AM
I actually really enjoy using obers when I play okw. The thing is, you're not really supposed to just stick them up front and let them soak damage, despite the pretty good target size they get right off the bat. The way I see it, you screen with stg volks, which are more durable and less likely to all get blown up by one Sherman, and will keep the allied infantry off the obers backs, and the obers will sit in the back and provide fire support for the volks. If you do it right, the obers really shouldn't be taking fire at all. Of course, this is in a perfect world, but seeing as how cost effective and no-brainer volks are now, I think obers are a good supporting troop, and can be really really powerful if you use them right. In: COH2 Balance |
Thread: Royal Artillery Regiment9 Mar 2017, 04:02 AM
Yeah it would be nice if we could keep discussing the gameplay points. I will say it's almost entirely my fault that the thread turned into a balance discussion because I think at some point I suggested possibly buffing the valentine, which then prompted the last few pages. Sidenote: it's really really nice having a regular old smokescreen as brits with the valentine ability. I don't use it much, but I really appreciate having it around, as I don't ever build pits and would otherwise have to rely exclusively on snipers or sextons for garrison/mg clearing duty. Especially those rare instances where the game goes so long that upgrading grenades on infantry sections is worth it (you know, 40+ mins and 300 fuel/500 muni float, those games). In: COH2 Gameplay |
Thread: Royal Artillery Regiment8 Mar 2017, 19:13 PM
I feel that ballance discussion derails this gameplay thread. It is in gameplay section becouse it's about using the commander, not about changing it. Yeah but it's been derailed pretty hard at this point. Might as well let it run as a balance discussion and move it to balance now. In: COH2 Gameplay |
Thread: Royal Artillery Regiment7 Mar 2017, 20:50 PM
Exactly. Or change the nature of the ability entirely, which is what I kinda gravitate towards. In: COH2 Gameplay |
Thread: Royal Artillery Regiment6 Mar 2017, 05:53 AM
I think you may have missed my point. I had agreed with smith that a map hack and a shitty tank thing is a cheap, heavy-handed way to make the valentine synergize with the doctrine. Something a little more subtle would be nice, but that would probably (IMO) come with combat improvements to keep the unit's usefulness balanced out. In: COH2 Gameplay |
Thread: Royal Artillery Regiment3 Mar 2017, 20:01 PM
The Valentine's capabilities at this time dont warrant removing any of its abilities. It requires supervision by an anti tank gun and AEC or a proper medium. Not to mention when in the recon mode it becomes completely non combative like the IR searchlight half track. Also to point out it takes three barrages to destroy an okw truck, with amble time between to repair. If this commander is steamrolling anyone, the "OP" factor is just an alternative fact for player failure. Basically my point about the valentine. Also a fair point about trucks, as the concentration fire ability has a pretty long cooldown and sturmpios have sanic repair speeds, especially when overvetted with a panzershreck or given a minesweeper. In: COH2 Gameplay |
Thread: Royal Artillery Regiment3 Mar 2017, 18:40 PM
To be clear, I don't think it should have good combat capabilities and something as good as a maphack, but my view is that it should be given something less cheesy than maphax, but along the same lines, and more effective AI capabilities to complement the AEC and help with reaching vet1 (for the ability), maybe a long with a 1-2 cp reduction. In: COH2 Gameplay |
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