Looks perfect
+1
Love the map though.
Posts: 3053
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Thread: Ladoga Karelia - Spring Automatch Discussion28 Apr 2019, 05:19 AM
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Thread: OKW - Grand Offensive - Feedback28 Apr 2019, 04:08 AM
Either of those would be interesting. RE mines are already tried and true at least for USF but maybe if you're really concerned about spam have them only on sturms. I could see how that could be an issue if you have multiple pfusies I guess, but at the same time I don't know that it'd be a huge issue since I could only really imagine 2 or mayyyybe 3 AT pfusies in a serious build which isn't that bad as far as mine laying power goes. In: Lobby |
Thread: PROPER HETZER ??????27 Apr 2019, 23:58 PM
I'm still kinda not a fan of having it hit the field before tanks do. Most normal mediums (IIRC) even have some trouble penning it anyway (as they should) but it'd be really hard to play against without them and the thing would still almost have free reign for a while, especially with a puma backing it up. Don't get me wrong, it's not a good unit atm and doesn't really fit where it is but again, IMO it really shouldn't come before mediums. It needs a buff for sure, but something else would be better. I don't really have a ton of experience using the thing (because it's trash) but just spitballing a few ideas here: maybe make it a little faster and extend its range a little? That helps it out offensively and defensively without making it kill stuff way too fast I guess. Or even add 80 more health to it so it can take an extra shot. In: OKW Strategies |
Thread: OKW - Grand Offensive - Feedback27 Apr 2019, 23:52 PM
Yeah if it's gonna nerf the biggest tank you have on the field then it should definitely be free. It's downside should be the performance nerf, and if needed that could even be tweaked to make it more/less powerful instead of adding a cost. I really don't think OKW should have access to teller mines though. People tend to always say tellers are necessary for ost because they don't have good light vehicle counters, but this doctrine already has a 5 man double schreck squad and puma is still a thing. Tellers are already incredibly frustrating and they'd be even more so if you put them in OKW, who don't really need them. I'd be fine with like some sort of mine that only vehicles can hit if it doesn't one-hit lights. It's honestly a BS mechanic that goes against what coh is supposed to be the same way snipers and the old demo charges (which got nerfed) do/did. It's either you happen to stumble across it with a sweeper and you defuse it or you don't and you lose your vehicle to a single hit. That goes for M20 mine too btw. In: Lobby |
Thread: Wehrmacht - Strategic Reserves - Feedback27 Apr 2019, 23:45 PM
Yeah that's really neat. I think having it as an upgrade for 251 would be a great way to go about it. I just want to bring up the question of whether it would still be allowed to reinforce, though I honestly wouldn't see any problem with it. In: Lobby |
Thread: PROPER HETZER ??????27 Apr 2019, 23:42 PM
It'd come way too early to stay as it is now if it were in mech hq. It's not a very good unit, but transplanting it like to around 6-10 minutes earlier (by putting it in mech) could be disastrous. But also, if you nerf it, it's just a slow luchs that can't even kill ultralights like dodges, m3s or UCs. In: OKW Strategies |
Thread: Addressing some of the issues with Mechanised27 Apr 2019, 23:39 PM
Yeah that'd make the M3 a lot more useful now too.
By all means, that'd be great. I'd love to see that change because I'd much rather it be a scout/fire support type unit than clown car copy. In: COH2 Balance |
Thread: British - Lend Lease Assault - Feedback27 Apr 2019, 23:06 PM
Well if we're going by the numbers Planet I'd rather see repair aura and some sort of offmap type ability, as opposed to a unit. Honestly, I liked the idea of smoke raid operation as long as you have some way to repair m10 hordes. Fits really well thematically and it'd be useful for a faction that tends to struggle with assaults. Sorry, I should have been more specific. Yes, it would require spotting on the target location and be within the barrage range of the mortar. That's super interesting. It'd also make up for the fact that the 81mm mortar isn't anything super special. In: COH2 Balance |
Thread: USF Urban Assault -Feedback27 Apr 2019, 22:52 PM
I'd replace Cover to Cover with a fixed Fire Up. +1 I'd much rather have a cheap sprint on demand than a clunky smoke ability tacked onto it. Smoke raid operation is actually kind of useful though because at least it gives really fast cap speed and camo to like all your infantry. Way stronger than cover to cover IMO. In: Lobby |
Thread: Sniper Cover Concept27 Apr 2019, 15:03 PM
Yeah that'd be odd. Shouldn't like 160ish be enough to go through any received damage modifiers? Then you can still tune the cover multipliers to your taste as multiples of 40. Coh2 logic lul. In: COH2 Balance |
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