I wonder why the Command Tiger ability seems so underpowered compared to Command Panther aura. This thread has nothing to do with Axis/Allies OP plz nerf/buff OMG.... It's just a comparison between 2 abilities of the same fraction.
Command Panther Aura:
- range 80
- for free
- +15 sight range
- +10% speed
- +20% ac/de- celeration (with Vet 1)
Veterancy 2: additional +20% accuracy.
Veterancy 3: additional +20% reload speed.
Veterancy 4: additional +5 weapon range.
Veterancy 5: spread aura on infantry
Command Tiger Aura ability:
- range 35 (40 with Vet 2)
- 35 ammo
- +20% reload speed
- -20% received accuracy
- +20% accuracy
So in conclusion, the Command Panther has doubled range of aura, provides the same accuracy and reload bonus, gives more speed and is for free. On top of that, he exceeds sight range, buffs ac/de- celeration and extends weapon range. Furthermore, with Vet 5 it spreads to nearby infantry. The only bonus lacking is the -20% received accurcy....
Can anybody tell me, why this seems well balanced? I don't get it...
Profile of VonManteuffel
Post History of VonManteuffel
Thread: OKW Command Tiger Ability underpowered10 Jul 2021, 07:34 AM
Thread: Pak43 bug3 Jul 2021, 08:14 AM
as you can see in Tightropes latest cast, my Pak43 seemed to be unable to shoot the abandoned Su85. My guess is, beeing able to shoot through obstacles, the Pak43 always shoots through it. Therefore abandoned vehicles might count as "obstacles". Maybe someone can check this out!
In: COH2 Bugs
Thread: USF Pathfinders need to be balanced24 Jun 2021, 14:13 PM
I am sorry, but this discussion moves into a false direction. As I said before, the problem of Pathfinders is not their weapon profile or sniper mechanic. They feel good and they are doing well!
My concerns are just their early and easy arriving and the possibility to upgrade them with heavy wepaons. Jägers are never capable of standing their ground versus allied core infantry. Their purpose is to scout and support from long range.
Pathfinders though can become a real threat to vehicles with double Zooks or shred down Volks and Grens with double BAR. All of that combined with their huge vision. That's NOT their purpose! USF got Airborne Rangers for that role. Pathfinders should be a supportive reconnaissance unit.
Therefore I suggested to town down their arrival, increase cooldown and withdraw their weapon slots. They will still be useful and powerful at long range, can snipe and spot the enemy. But Bazooka-Finders or BARfinders?? Really? ...
Thread: USF Pathfinders need to be balanced23 Jun 2021, 12:43 PM
23 Jun 2021, 12:39 PMMMX
Like I said:
If Axis have something strong, maybe abusable: It's a balance issue.
If Allies have something strong, maybe abuseable: It's a l2p issue.
If I haven't mentioned it yet, I was an alpha tester right from the beginning and I am a top 100 player. But you're maybe right, it's only my lack of skill....
Thread: USF Pathfinders need to be balanced23 Jun 2021, 12:25 PM
I have never said anything about Pathfinder rifles, their weapon stats or their units profiles at all.
My only concern is Pathfinders arriving too early, they are too cheap and can easily replace riflemen with weapon upgrades, like in the replay.
The only purpose of the comparison was to show how Relic balanced Jägers. Jägers were overpowered because of arriving too early, beeing too cheap and too strong. Now they fit in a perfect role as a support recon light sniper unit. Great synergy with Volks. It would just be great, if Pathfinders were in a same support role and not as strog as mainline infantry.
But it's okay guys, I know this forum is mostly Allies biased and any substantial discussion is senseless. I just wanted to point at a balance issue.
Have a nice day abusing Pathfinders as weapon crews and upgrading them with BARs and Zooks!
Thread: USF Pathfinders need to be balanced21 Jun 2021, 10:59 AM
My suggestions to balance Pathfinders and prevent people from abusing them:
- Pathfinders 1 CP; increase call-in cooldown to 100 sec.
- Beacon does only provide reinforcements for Airborne Rangers; no sight in FOW anymore (Pathfinders' sightrange is largely enough)
- Sniper rifles take both weapon slots (the possibility of easily upgrading them with double BARs or Zooks is insane)
- 1 CP, 300MP, 8 popcap, reinforcement 35MP
- 100 sec. call-in cooldown
- G43 Sniper needs to be upgraded for 60 ammo
- Upgrade needs a set up truck
- 0 CP, 290MP, 6 popcap, reinforcement 30MP
- 24 sec. call-in cooldown
- 2 Sniper rifles for free
- 2 free weapon slots (BAR and Bazooka)
I DO NOT want to make them the same. Their weapon profiles differ and their sniper rifles work a bit different, thats absolutely okay. Thats not the matter!
The issue is simple: You can spam Pathfinders early on and upgrade them easily with powerful weapons while still beeing cheaper than Jäger.
To understand my consideraions, watch the replay. It's just a bad joke...
Thread: Fix USF Pathfinder20 Jun 2021, 19:47 PM
- Pathfinders 1 CP
- Beacon does only provide reinforcements for Airborne Rangers
- Sniper rifles take both weapon slots
Thread: Pretty bad gameplay design20 Jun 2021, 19:37 PM
the replay says all by itself. After so many balance patches, this game is still broken in some ways. And there are so many bad people out there, not ashamed of abusing them.
Watch this game and dare to tell me, everything is fine with it. It's not.
Thread: Relief Infantry and Rapid conscription2 Apr 2021, 08:33 AM
Relief Infantry should be like "Recoup losses" from old Feuersturm:
- abilitiy costs 90 ammo
- duration 60 seconds
- get 80% mp back for every infantry model loss (e.g. 24mp for Gren/27mp for PG)
This would give Ostheer a strong ability to risk a heavy assault. And while Ostheer beeing a very ammo intensive faction 90 ammo are enough to not get abused. On top of that, you dont get 100% back so there will still be a MP bleed.
Thread: Commander Update Beta 2021 - Ostheer Feedback1 Apr 2021, 17:47 PM
Nice patch all in all. I am really looking forward to it!
Luftwaffe Supply seems like a meme commander... it's way too ammo dependent and redundant (Why Napalm and bombs when already having a Napalm run?!?). And I don't understand, why Luftwaffe Offizier comes at 2 CPs and can call in Stuka Strafe run (60 ammo) while this is a ability on its own at 6 CP fur CLose Air Support Commander?!? And on top of that, supply drop is crap, same for Ottruppen commander. How many PaKs and Mg 34s are you gonna call in? This ability gets used 1(!) single time. Thats useless... Change it to a Soviet equivalent that brings some fuel for ammo into base but can be shot by AA.
German Mechanized is absolutely underwhelimg. Nothing for lategame and nothing with high impact. My suggestion: Switch SdkFz 250 with a Mortar HT (like the description already says for years^^) and switch Smoke Run with the new cheaper MG loiter from Assault Support Doctrine. The Mortar HT can do smoke barrages therefore is no need for smoke bombs. And the loiter can easily suppress enemy infantry engagements which gives this Doctrine some offense and defense power. This would perfectly synergize with the Mechanzied theme.
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