while I do think the tech shuffle that OKW went through right before release still needs some work, I have had the Luchs perform quite well in some games since it's been buffed.
A couple of things to keep in mind with it:
Schewer Panzer HQ is pretty potent vs. medium armor now so you can bait tanks into its' range (hopefully with a Raketenwherfer supporting) using the fast Luchs.
M15 AA truck cannot shoot its autocannon while moving, only the .50 cals, so if you flank with Luchs while engaging with infantry or catch it on the move you can do some good damage or kill it (Luchs had a moving accuracy bonus in the last patch.)
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Yes, Ostheer smoke screen and all of the off maps would be nice if you could control the direction but what I am referring to is when you aim the Stuka barrage, you can't just confirm the location. clicking will do nothing until you rotate the template at least a couple of degrees then click again. |
Soviets will be useless because of KV8 nerf? Whatever you're smoking I want some. how often do you see KV8 in competitive matches? |
Donald Duck doesn't wear any pants. |
Using middle mouse to scroll involves minimal APM. also using autohotkey to set your Tactical Map to Tab or one of your mouse thumb buttons can help you navigate the battlefield with much more efficiency. |
I am imagining it will work against AOE. When there is light or heavy cover between your target and your firing tank or whatever, even if the target is 5 yards behind the bushes, sandbags or other cover some of the shots will hit the cover and tear it up. |
Howdy all. WFA is fantastic and every patch since its release has been solid. That being said there are a few changes I've wanted to see since the start of COH2 mostly focusing on unit control and a few changes for new units as well.
Manual reload for all HMG's: For those times when you have one round left in the belt and know a unit is approaching. There is no level of micro that will reward a good player in this situation and manual reloading could mitigate this.
Guards Infantry upgrades: I would like to see Guards spawn with six Mosin Nagants and be able to upgrade to DP28 OR PTRS. Guards will be slightly more flexible and their PTRS could be a bit stronger or they could get three of them if they take the place of DP28. this could also help reduce the aggravating amount of weapon dropping Guards tend to participate it.
Holstering minesweepers for all Engineers: I love this feature on Sturmpioneers but I think all of the Engineer units deserve the ability.
Increase firing arc of SU76 barrage: the new mechanic that lets M8 Scott fire over buildings while flush next to them is totally cool and I'd like to see the SU76 barrage granted a bit higher range of motion on it's gun to fire over taller buildings. Obviously not as big of an arc as the Scott but a bit more.
Grenadiers able to get both LMG42 and G43: This ability was taken away back when both weapons were pretty OP. Now I think the risk vs. reward of kitting out a grenadier squad is fair for them to be allowed both upgrades simultaneously.
Call In set-up team CP's: HM-38 120mm mortar, DShK HMG and M-42 45mm AT gun all got pushed to 2 CP's when shocks & Guards did but I think they should all be available at 1 CP.
Emplacement weapon survivability: This idea is kind of out there but I would like to see an upgrade (costing whatever appropriate amount of whichever resources) that would "fortify" Howitzers or Pak43 with sandbags and some sort of visual defensive structure that would grant them more survivability against off-map artillery and indirect fire. Nothing crazy, somewhere between a 10%-30% survivability buff.
Queuing OKW SWS trucks from the spawn: Very simple, while your SWS truck is on it's coutndown timer to spawn I think you should be able to click its tab and set a waypoint on the map where you want the truck to go. right now they just drive up to your HQ which is easy to forget about with such a long timer.
OKW resources and trucks I think the consensus is it's good that you aren't required to place your trucks on strategic points anymore and that they don't lock-down the sector but I liked the idea of OKW "bulging" onto the battlefield and would like to see the SWS trucks increase the resource income on any point that they are set down on by a small-reasonable margin. This would give players an incentive to extend their buildings onto the battlefield creating more strategic depth since right now (in 1v1 at least) it's a no-brainer to put the trucks in your base for protection.
Refine templates for battlefield structures and walking Stuka barrage: this is a real nuisance. You use some sort of recon, aim the stuka perfectly, and then have to slightly move the template then move it back where you wanted it before you can click and start the barrage. The same thing happens with setting Soviet sandbags and it's just too fidly.
Sherman smoke ability on the move: the smoke shouldn't force the Sherman to stop moving to activate.
Partisans and Fallshirmjager exiting from ambient buildings upon spawn: this one is a major flavor/function fail in my book. When you call in one of these units it should spawn in the ambient building and STAY in the building.
Hold-fire on every relevant unit: Seriously this one is stupid. We finally got hold-fire on AT guns with WFA, now we just got it on M10 and M36. why doesn't EVERY single vehicle have this feature? Panther is a tank destroyer and only has one ability: Blitz. Hold-fire is not going to clutter up its UI.
Feedback bros!
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Players have adapted well to the AA halftrack? I watched a few games of OMGPOP vs Jesulin and those all ended with USA victories thanks to the AA halftrack raping everything. It counters light vehicles (bar PUMA) by itself without the need for additional AT. The heavily armed lieutenant, that comes for free with teching up, assures that if your opponent gets an AT gun to deal with the AA halftrack, he will lose a ton of map control. This gives the USA plenty of fuel to get a captain out if the enemy somehow, someway, managed to scrape together enough fuel for a medium tank.
There has to be a moment of weakness for the USA. If you can just freely open with a super powerful early game and not have a moment of weakness in the mid-late game, you can just go lieutenant -> Zookas -> major and overrun overrun your enemy with cheap tanks at 10-11 minutes. The need for a captain is a delay in tech that insures that games don't always end before the 15 minute mark.
That showmatch was god awful and a poor representation of the meta. Watch some of the current shoutcasts for some better games. |
Right now if you hit the retreat hotkey on an mg42 while rifles approach it will get de-crewed most of the time no matter how soon you hit it.
since WFA came out I have had many retreating bugs where the units just stand in place, as well as Grenadiers paying for and waiting for the cooldown for rifle nades that never fired. |