I do like idea of officer instead of flares and ostwind for luftwaffe. For fortifications i would leave be as it is still one of the popukar commanders and it has well defined role it performs well. |
Conscript repair was never bad ability. It is quite usefull as it allows to lesser dauntingrepairtimes of combat engis. |
How about we " remake " Ostheer bunker?
Cost 0 MP to build like a trench but if you want to upgrade it will cost 150 MP + 60 Muni for whatever you want?
When jump into those bunker it will lower the range and smaller arc of fire for infantry inside there?
Just a suggestion, I know it's not bright but then tbh I don't think we ever see Grenadier build bunker in 1vs1 / 2vs2 in front line.
I understand dev team don't like mainline infantry to spam sandbags but it's in the core design of Infantry Section + Conscript + Volksgrenadier now (Meaning 3 out of 5 factions).
USF Rifleman might not able to build sandbags but they make up for their early game with good firepower compare to Grenadier weak until they get 60 muni to get their LMG42.
Trying to get some ideals here that's all
O mp bunker would perhaps spamming them worse as one could just throw them left and right and upgrade when resources are on hand. |
Agreed. Just because rank 6 guy spams them in 4v4 does not justify its poors performance. |
Counter barrage is one of the worst design decisions in the coh2. While ostheer mortars reduced range makes is reasonable for it, i want to focus on the lehf ability spesifically.
Why its bad:
1. It is immensively passive ability, that does all the work of players part (spotting aiming and actual fireing) for no effective trade off, as artillery piece is incredibly passive unit to use in the first place
2: Supposed bad side of counter barrage, that it gets cooldown if you want directly barrage, is effectively negated, as the barrage can have enough scatter that it can easily kill any units surrounding it. While argument of "just avoid your own artillery pieces area does not work as it has enough much scatter to hit large area around it and to just randomly hit things other than intended opposing artillery piece, and this can be made worse depending on the size of the map, with more cramped ones being particular problem.
Second part of this issue is more towards team games, as avoiding the unit counter-battery was targeting is made even more impossible, by not being ever sure what unit it is going to fire. It might fire at enemy ml 20, or calliope or pack howizers of his ally, or just target brits mortar pit. There is no surefire way to pinpoint what it is going to target before shells start landing.
Overall i think entire ability would be good to be just gotten rid off entirely, as it is very unnecessary, and artillery should be something that at the very least requires some input and sight of player where he fires, not to let it do that by itself. |
It has much lower AOE . lower HP/armor ,lower speed than brumbar
4 shot from AT . Bulldozer will gone .
It actually has same 720 hp as brumm and recieves extra hp with veterancy. |
im sorry but the elephant alone is a huge problem already in 4v4 teamgames... JT/ISU/ELE are all huge problems in 4v4s...
and what do you suppose to replace this ability with? you cant nerf a non OP unit without giving it a replacement...
im sorry but the panther is very very powerful as it is 2v2 and below... things are different for 4v4s yes but 4v4 itself needs alot of work...
I think issue with long range tds in 4v4 comes more of an issue with maps being chokepoint lanes (cough port of hamburg cough) where their one of major flaws of being vulnerable to flank is made useless as enclosed nagure makes it hard to get to it without getting shot and struck to mines all the way. Effectively only way to desl with those scenarios is just mad bombrush if ele is in any way bad location or try to arty it. |
Sprint is pretty much only thing that allows them to get into combatrange effectively. With pretty bad ra (if i remember correctly) and weaponry only ever good at pointblank range, they require something, as they dont have storms smoke, ass sections wp, durability of shocks. Increasing cooldown of the sprint would be reasonable if something should be changed about it. |
Yea, thats something huh. Same with HoI, but then again CoH isn't aiming to be 100% realistic which is the cause that some guns/maps are the way they are.
Everyone vetoes this map, including me.
Shame. I have liked it always. It provides imo widest array of ranges that allow all kinds of units and commanders to shine. |
then do the same for kv1, kv2, kv8, churchills, bd shermans, sturmtiger. 
One could, but again it would not serve purpose. I did not say change was deserved, but its not worth complaining, taking note how good changes ost got in general. |