We will be looking into possibly transferring the Observation Bunker's traits and abilities into a vehicle, based on all you guys' feedback.
That's great. Bunker just doesn't really fit thematically and would be kind of easy to destroy.
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Thread: Wehrmacht - Strategic Reserves - Feedback27 Apr 2019, 14:44 PM
That's great. Bunker just doesn't really fit thematically and would be kind of easy to destroy. In: Lobby |
Thread: Possible way to add new units for the devs27 Apr 2019, 04:36 AM
Yeah I liked the trenches way better in coh1 too. They actually looked like trenches instead of the weird camouflaged bush-holes in 2. In: COH2 Gameplay |
Thread: Sections need their out of cover stats reverted27 Apr 2019, 04:19 AM
AEC is good, but puma is way better at almost everything except stunning tanks and it's not cheaper than any other AT focused light vehicle (certainly not dirt cheap; it's 60 + 15 fuel) if you count the sidetech, which you should because you almost never build more than one. Worth noting that brit tech is overall cheaper than ost and okw which compensates though. Also, IIRC double 222 will beat an AEC for slightly more manpower and less fuel. PIATs are decent and are especially useful because you can put them on any squad (but you'd have to be an idiot to put them on sections). Snipers and AT tommies... exist, like you said lol. But IMO all that is still essentially balanced out by the fact that brit engineers are the ones with snares, not combat infantry. Sappers are typically less numerous than mainlines in the average game and are significantly less tough, although theyy are usually the go-to PIAT-toters. Point still stands that tommies could see a reinforce cost increase though. In: COH2 Balance |
Thread: when can artillery flares and call-in panther be fixed27 Apr 2019, 02:41 AM
Have them be dropped from a plane. Done. Or just normal air recon that already exists on like 5 million commanders. Heck, even give it the luftwaffe smoke/recon ability. Even fits thematically. AA doesn't usually shoot things down fast enough for them to not get dropped anyway. In: COH2 Balance |
Thread: Addressing some of the issues with Mechanised27 Apr 2019, 02:25 AM
If you put the Thompsons behind racks and the satchel behind Vet 1, you could probably safely make them CP0. That's an interesting idea. I like it but I think dodge + cav rifles as first two units would be rather OP since you'd basically be able to chase down and guaranteed wipe a unit immediately even with just the grease guns since they still have pretty respectable DPS at point blank. I disagreed with #1 mostly because the thing comes unarmed and costs only marginally less than the kubel, which has its own weapon by default and the fastest repairing unit in the game backing it up, and the UC, which has crew repair for muni and a weapon by default. Dodge is also doctrinal. Honestly, I think the best solution for the dodge is to make it unable to carry infantry but give it the .50 by default and increase cost to like 280 (because it has solid DPS). That way it goes from a cheesy wipe machine to a legitimate harassment unit and scout more like the jeep from Coh1. I honestly don't have any opinion on #3. I don't really use the bulldozer upgrade that much, mostly because I actually like 76 shermans (I know that's an unpopular opinion lol). In: COH2 Balance |
Thread: British - Lend Lease Assault - Feedback27 Apr 2019, 02:14 AM
Given UKF has no stock mortar, I think the 81mm is good. IMO pack howie might be a bit too strong though lol. Although I do wish a doctrinal unit would at least be on par with its german counterpart. A copypaste (at least statwise) of the german mortar or even the soviet mortar would be preferable IMO. And I'd still like to see vehicle repair replaced with that ability on the halftrack from Ardennes Assault that let it repair in a radius or whatever. Much more unique ability and that would free up the commander to have at least 1 offmap type ability other than callin units, since right now 4 out of 5 (if you count assault tommies) slots are taken up by call-in units that aren't even anything super unique to other factions (read: they're making up for brits' gaping holes in their unit roster). Warspeed still isn't working on the callin vehicles as far as I know. In: COH2 Balance |
Thread: Sections need their out of cover stats reverted27 Apr 2019, 02:05 AM
I agree with increasing reinforce cost of Tommies, and I also agree about bolster, but I take issue with a lot of your other points. You said that brits have the easiest time of dealing with light vehicles, but when do you ever have more sappers than other factions have mainline infantry squads? (all other mainlines except normal penals have snares). At most I usually build 2 sappers, and that's still a lot less snares than when I'm playing literally any of the other factions. Also, you can still bully lone tommies with light vehicles with only marginally more caution than before since they aren't the ones with snares. I mean, I wouldn't really be opposed to them having their cover buffs reverted, but I just don't really understand the logic behind it (given that their reinforce cost should go up and maybe lose bolster). I really do wish brits had some sort of cqb unit in any capacity (REs don't count, they're engineers). In: COH2 Balance |
Thread: Sniper Cover Concept26 Apr 2019, 23:37 PM
I actually really like this idea. It's a lot more interesting than the current implementation, but I could see spam against mostly UKF being a huge issue, since they don't have any good sniper counters besides their own painfully slow sniper and they have no nondoctrinal mobile infantry and no anti infantry light vehicles. It'd also nerf UKF since they have no (mobile) mortar to fill an anti-cover/garrison role and don't even have smoke to close and grenade or use a doctrinal flamer. My go-to for garrison clearance is usually a sniper as UKF since its the only really workable option.
I mean you can just increase its damage to whatever HP snipers have (since they have a little over the standard 80 IIRC) and remove the kill crit. All infantry models (besides snipers) have the exact same health in coh2 right? In: COH2 Balance |
Thread: Falls should need munition to upgrade fg4222 Apr 2019, 04:32 AM
At least falls' doctrine doesn't have a 240 muni ability that simulates a stiff breeze... Falls don't need to pick upgrades "to taste" because they have excellent DPS at all ranges. Falls get 2 types of nades, camo in cover, and faust. Is that enough abilities for you? If valiant assault + smoke/recon + strafing runs and airdrop reinforce ability + falls isn't enough synergy for you then I don't know what is. And no, I didn't say spamming falls just for faust. Faust lets you spam falls without elite infantry's traditional drawback of not having snares. Stop smoke screening. In: COH2 Balance |
Thread: Storm trooper rework is awful22 Apr 2019, 02:43 AM
You're telling me I can't brainlessly charge into the enemy and win? Must be trash +1 In: COH2 Gameplay |
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