Few cents to a German Infantry Commander
1. PanzerShrek upgrade for Stormtroopers with their close combat, stealth style doesn't really works for them. 1 shrek isn't a serious thread to anything and really decrease your AI capabilities to 25%.
Can we consider adding a "AT package" which also with shrek would include posibility to lay shu mines or teller mines and decrease price (of an upgrade) even more to 60 ammo. I mean currently it's not really worth getting option - should be more atractive. Not suggesting any form of AT granade becouse with cammo that could be too deadly.
Perhaps add an option for the Stormtroopers to 'put away' their Panzershreck like Sturmpioneers can put away the minesweeper? This would further make Stormtroopers more attractive compared to Panzergrenadiers because they wouldn't have to sacrifice their situational AI to get some light AT. |
I've tried it many times, but am unable to solve the Soviet puzzle. Is it just me?
PvP or PvE, the Soviets have a very well-rounded army (+commanders) without any major drawbacks or weaknesses. So yes, they are hard to fight.
How to fight them is too much to write down - I suggest watching popular YouTube commentators casting replays of high level games. Best channels are: AECoH, Stormless, Tightrope, GeneralsGentlemen and The Propagandacast.
For example, you'll see the top players escorting their vehicles with infantry or support weapons as much as possible so enemy infantry doesn't get a chance to get close enough to throw AT grenades.
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I don't have a link for you, but one of the devs confirmed on twitter there is no current plan for a second beta.
Well I wouldn't be surprised if we can throw this in with the big pile of mistakes they have already made during the run-up to this release. I think there's a huge amount of people that are undecided about the game (like me) and were left unimpressed with the beta. They promised a lot of changes, but a tangible rectification is needed to push people over the edge. If they don't do a second beta it's like they want this game to flop.
I for one will not buy this game before I've had another chance to try out an updated version. |
I hope they'll bring out a second beta somewhere next month to show the progress they've made tweaking and balancing the gameplay and fixing bugs. Show a new map perhaps. The game really needs this to restore confidence before releasing. Any news? |
USE RAKETEN
Congratulations you didn't read the opening post at all |
It's strong but very fragile. I don't think the unit itself is overpowered.
Its access to Panzer Tactician might be, though. That ability kinda nullifies its weakness. |
As for the idea of the utility armored car, it sounds nice but how should it fit in? I’m guessing it HAS to be a call in cause otherwise limiting it to being buildable with a converted HT might hamper it’s usability. In addition it would very likely kill the Kubels niche if you can just save the MP and buy something that is in every single aspect better. In addition it’s mere existence would put the Mechanized HQ in a dubious position, unless it is given the ability to heal, no?
It would cost fuel and wouldn't be able to cap, so it would see different use than the Kubel. Call-ins replacing stock units is fairly common anyway.
Costs would be like 0-1CP and 250MP/20FU initially and 300-325MP/35-40FU fully upgraded.
Passive healing is among Andy's proposal, as is a Signal Relay ability for the vehicle:
https://www.coh2.org/topic/82176/feedback-for-commander-revamppatch/post/698691
Other suggestion was to give it the ability to lock down territory so it can act as a cache.
Initially the unit could see good use in combat as an early harassment unit (like UC or Scout Car) and as a softcounter to HMG/sniper builds. Mid and late game it will be able to contribute with utility. |
Back after some more testing:
WM
1. Veteran Squad Leaders: not very worth it on Grenadiers, even after further testing. 5-men Grenadiers do not outperform LMG42 Grens in pretty much every matchup.
This is my suggestion:
Grenadier Veteran Squad Leaders:
- Costs 60MU, 5th man requires Reinforcement
- Gives squad 2 transferrable (translation: when the model dies it moves to the next living squad member) Obersoldaten Kar 98ks, consumes 1 weapon slot
- Decreases veterancy requirements by 10%
- Locks MG42 upgrade
I would say that this would increase the squad's DPS by much more than just one non-transferrable G43, and has the added incentive of getting faster vet on your Grens.
I like this idea. It would basically give the same effect as giving the 5 man squad an MG-42 anyway but it's Original and unique.
OKW
1. Emergency Repair: the ability serves quite well as emergency repairs. However, the 5-second delay is quite long, especially when considering the Soviet counterpart activates immediately (and realistically, you would only activate such an activity out of combat anyway). Personally, I'd like to see it not have an activation delay.
The activation delay is there because the ability fixes criticals. If the delay is removed the ability could be popped during combat to fix an engine or a main gun (old T-70 self repair comes to mind). |
Shifting the callins around creates a number of problems, so doing that would take a significant amount of reworks, rebalancing and testing. Such a big change would be suited for a big balance patch, not for a commander revamp. For example:
(1) Command Panther to Elite Armor creates balance problems with CP's focus fire and HEAT shells, and CP's sight range with Panzer Commander
(2) Jagdtiger to Special Operations creates balance problems with uncounterable flares to spot for JT's max range
I'd like Panzer Tactician instead of Signal Relay too, but I also really like the proposed idea of an harassment/utility 223 armored car unit as it could greatly expand OKW's tactics if it's implemented right.
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The current ideas for the 223 seem to be a bit underwhelming.
It's a slightly worse version of the map wide ability that exists now and overlaps with a vet 1 Kuebel and irHT
I see lots of potential for the 223. It can be a superkubel that can act as OKW's softcounter to HMG or sniper spam and it could harass squads early on, forcing the Allies to invest early in AT. If they give it heal, it can be a free substitute midgame for medpacks for T2 strats. If they give it the ability to lock down territory for extra resources, its use is then also extended into late game. The Signal Relay ability would be useful during the entire game. It could be both a unique unit (only early harassment unit for the Germans) and offer all forms of utility.
[King Tiger:]
I can't think of one thing I would change to it, it a good tanks, just not the best at everything which is its intended role....a wall of avg.
Its gun should get Brummbär AOE damage versus infantry combined with an accuracy increase / scatter decrease so its damage becomes much more consistant but with lower wipe potential. This should be standardized across all heavy tanks.
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