Hey? You lose the ppsh with 7 man upgrade.
And only after upgrade you get cost down to 17 IIRC. Before that its 20mp reinforce cost.
I know, the PPSH stuff was meant as a side note related to lategame Con use but not to 7man Con squads.
Posts: 186 | Subs: 1
Thread: Soviet September patch discussion23 Aug 2019, 01:19 AM
I know, the PPSH stuff was meant as a side note related to lategame Con use but not to 7man Con squads. In: COH2 Balance |
Thread: Soviet September patch discussion23 Aug 2019, 00:34 AM
Im not sure about those changes to the 7th man con upgrade. I main conscript build and I feel like they are already struggling against upgraded axis line infantry even with the 7th man upgrade. Now it seems like you will have to jump trough even more hoops just to get it which makes it rather unattractive. Isn't it best just to make it a global upgrade once like the brits where it's applied to all squads (unless they have already picked up dropped weapons). If the idea is that the 7th man upgrade should make conscripts more attractive alternative to penals and the sov equivalent to axis line infantry weapon upgrade why does it come so much later and at a much higher price? I am genuinely confused by this although it might be a misunderstanding of the purpose of this upgrade. On a side note. Is it maybe also a good idea to also lower the reinforcement cost to 17 as well for the ppsh upgrade so it holds up slightly better in the late game meatgrinder in comparison to the 7th man upgrade. Especially considering that the PPSHCons need to close into their target to do meaningful amounts of damage on a map that has been destroyed more then likely. In: COH2 Balance |
Thread: OKW September patch discussion17 Aug 2019, 11:26 AM
I understand this but I think the rule of cool should also be taken into consideration. Maybe split the accuracy bonus in 2 and have 15% +STG44 at vet 3 and 15% at vet 5. I am genuinely scared that we might never see the STG if it's at vet 5 In: COH2 Balance |
Thread: OKW September patch discussion17 Aug 2019, 11:07 AM
I think smoke would be better because it's a ''sturm'' officer. Also i think vet 3 and vet 5 should be switched. In: COH2 Balance |
Thread: OKW September patch discussion16 Aug 2019, 10:06 AM
I like most of the changes that this patch brings, these are my suggestions. Sturm offizier Its an actually useful unit now, but I would change 2 things: Swap vet 3 and vet 5 veterancy otherwise we never get to see the STG and because rule of cool. Give it the offensive support ability from the commissar to highlight its aggressive nature. Panzerheadquarters I like the current tech setup because it brings with it more of a risk reward and it allows for more strategies with some units coming earlier. However I would like to see the Jagdpanzer and the Flakpanzer to be moved before the authorization just like the Obers and Hetzer. Otherwise the Flakpanzer would come out to late to be of use and with the Jagdpanzer it gives you a tool to atleast stem the tide of possible allied medium spam. In: COH2 Balance |
Thread: Soviet September patch discussion15 Aug 2019, 04:36 AM
Conscripts: I like the 7th man upgrade coming earlier but it highlights a flaw that I have noticed earlier. On a 40 minute-ish game the 7th man its a lot better upgrade then PPSH because in late it just becomes too expensive and costly to close in CQC. I think it's best to make sure that PPSH upgrade is an actual upgrade and not a hindrance in longer games and to not punish people who go non call in meta so propose. Change Conscript reinforcement cost with PPSH to 17 after tier 3 had been build Give Conscripts with PPSH same cover bonuses Now they have less trouble standing up to late game elite infantry because as I said before going ppsh cons without guards or shocks is a dead end in late game. Maxim: I like where the maxim is with the little bit of extra suppression especially with the good vet 1 ability it has now. However I still think it's too expensive so propose. Change Maxim cost from 260 to 240 to bring it in line with other Russian mainline units such as the conscripts and mortar KV1 and medium tanks: I like the new KV1 ability, it performs nice. I think it should be on the both of the T34 models too. The point capture that the T34's get now is weak and barely used so I propose. T34/76 and T34/85 gain Hull Down ability at veteran 1 In: COH2 Balance |
Thread: Strategic Reserves Panzer 4J bulletins13 Aug 2019, 11:53 AM
Strategic Reserves Panzer 4J affected by WHER Panzer 4 bulletins? Does anyone know? Just curious. In: COH2 Gameplay |
Thread: Why USF so bad in tournaments?8 Aug 2019, 22:33 PM
exactly, they completely shut down cons cause they have a weird dps curse (the bar has the same problem but not as accentuated as there is no close range main line inf for axis that loses to bar) While you are at it you might as well swap the fire nades for stick nades and put the fire nades into fuersturm. This immediately fixes the problem where Volks run trough mg (looking at you Vickers) fire and throw a nade and run away. It will make allied MG play more viable. And of course having a fire nade in Fuersturm doctrine makes thematic sense. So I say: STG to Fuersturm MP40 to Volks Incendiary grenade to Fuersturm Stick grenade to Volks In: COH2 Balance |
Thread: StuG life not viable6 Aug 2019, 08:35 AM
I heard somewhere on this forum that it's Wher design that axis should have all the tools to win in its tier 3 building and in theory should not have to tech up to tier 4. How much truth there is in that statement I do not know but what I do know is that the stug is underperforming. I see 2 possible ways to make it more viable and maybe lessen lategame Panther spam. 1. My preferred method would be upping the range to that of similar TD's. It would still retain all its weaknesses like low armor, no turret, and what seems to me sometimes bad accuracy. 2. Upping it's anti infantry damage to make it less of a early game risk. This reflects the older stug design of being a generalist. I think this option is less desirable though. In: COH2 Balance |
Thread: Possible commander revamp candidates4 Aug 2019, 21:20 PM
Why would you not use Elites that cost no munitions and spawn with M1 Carbines then? Because Ranger and Paratrooper cost way more to buy and reinfore and use way more popcap. In: COH2 Balance |
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