At this point, i'm losing the focus between actual game, preview beta and mirage's mod.
If we take into account preview, then i think this list feels short (there's plenty more things to do)
1-Minesweepers: make it so that it passively increases repair speed
2-JT:
-Engine upgrade moved to vet3/4
-Increase range of AT gun emplacement up to 85. Leave JT as it is.
-Leave as it is now barrage and call in limit.
3-Command PV:
-On the contrary, i would leave the vet aura effects and remove the combat performance veterancy. I doubt if removing vet2 is too much but i'll start by removing vet3 without a glance. On it's current CP and resource cost, it's a PV on steroids. Compare the performance of command PIV (although aura has a stronger effect) and a normal PIV and a Command PV and a PV.
-Reduce mark vehicle effect from .5 to .4/.45 Even at .45, this will remove the 2 shot on Jackson and 3 shots on E8 and Bulldozers. Nothing changes against other vehicles (if my fast calculations are not wrong)
4-Bofor: just reduce barrage range
5-Flak HQ: maybe, maybe not.
6-Arty: if this is applied with reducing cost and reducing range so it has to be planted more aggressively i guess it's ok.
Although i'm not sure if this is applicable. The ideal is to remove the "cheap" offmap from 1 shotting and leaving that to heavy hitters (+250muni offmaps).
-edit-
This would mean:
UKF: Concentrated artillery (250mu) - Air suppremacy (325mu)
USF: 240mm Howitzer (250mu)
OKW: 105mm Howitzer (180mu) if enough muni is stored - Zeroing artillery (300mu) - Rocket barrage (200mu)
OH: Railway artillery (250mu) - Close the pocket - *
SU: T_T **
*You'll notice i didn't add Stuka dive bomb. At current cost, it shouldn't (specially after the ninja buffs) If the cost is increased up to 200/220 i wouldn't mind it having 0HK
**Maybe the IL2 bombing strike.
Profile of elchino7
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My controls weren't working
And if they were, you were playing dishonorably,
And if you weren't, you were playing without skill,
And if you were, it's not fun to play that way,
And if it is, you only care about winning.
Bible of Scrublord, Psalt 3:16.
And if they were, you were playing dishonorably,
And if you weren't, you were playing without skill,
And if you were, it's not fun to play that way,
And if it is, you only care about winning.
Bible of Scrublord, Psalt 3:16.
Post History of elchino7
Thread: Patch Wishlist11 May 2016, 19:11 PM
In: Lobby |
Thread: how do you aim your nades???11 May 2016, 18:14 PM
All good answers and as others said, it's key to know your opponents reaction time. Moving to stage office. In: Strategy Desk |
Thread: Molotovs suck11 May 2016, 04:32 AM
True, that's why you should observe how your opponent reacts to your first grenade. If he dodges, throw it at doors. Although i was talking about something different (the claim that you can't clear a building with a single regular nade) In: COH2 Balance |
Thread: Tiger without claws?10 May 2016, 22:53 PM
Tiger is fine, EFA repair capabilities could see improvements. In: COH2 Balance |
Thread: Molotovs suck10 May 2016, 22:51 PM
Not really, if you aim at the windows were the models are shooting from. You can 1 shot squads that clump into 4/5 windows. In: COH2 Balance |
Thread: Bofors10 May 2016, 22:48 PM
I assume you only have 2 Sturms and you are counting your starting one. I prefer Kubel first cause then i can aggro my first encounter 2v1 and keep the bleed on 0 (making the Kubel eat damage and pushing people out of cover). Fighting should be your first concern, as winning the first engagement means you can then cap easily behind. I prefer a 2nd Sturm only if i know i'm not gonna go a commander with call in infantry early on. You are playing passively when a more offensive playstyle could be good (mechanized). If you really need the med HQ, you can just go mech HQ + medic HQ and play with command PV as CP10 is practically the first PV with a flak HQ. In: COH2 Balance |
Thread: Bofors10 May 2016, 18:24 PM
My partner and I are very agressive. He is OH with Ass grens and I use 2 sturm pios agressively, while 2 kubels cap points. Maybe that BO is the problem. In: COH2 Balance |
Thread: su85 feels somewhat nerfed. 10 May 2016, 18:17 PM
Reminder that time to kill is not the ultimate stat to look at. Most engagements do not last that long and alpha strike is important as well. In: COH2 Balance |
Thread: Why Ostheer is currently not much fun in my opinion10 May 2016, 18:04 PM
Although it's not necessary to pull 2x222 against SU, specially if he has Guards on their commander loadout. It has more merit against either USF or UKF but still, imo, too much commitment. In: COH2 Gameplay |
Thread: Why Ostheer is currently not much fun in my opinion9 May 2016, 18:21 PM
There is the nondoctinal teller mine that 1-shots all light vehicles. In my opinion Ost AT options depent much more on "skill". Tellers, paks and PG-Schrecks all are potent options but no "nobrainers". Ostheer don't forgive mistakes..... +1 Early on you use a combination of all the tools you have at your disposal. You don't go for a single hardcounter (unless Puma) but you build a net of counters. In general, for cost, the 222 is OP at 15f and the best tool to soft deal with any of the lights. Also you are over exaggerating the timings. By no means a Stuart/T70/Aec arrive at the same time. M20 > AAHT >> M5/AeC > Stuart >> T70 SU: the T70 by no means arrives as fast as all the other light vehicles. Fastest way to pump out a light would also mean no AT nade research. Fastest vehicle you can pull out is an M5. UKF: while the Aec arrives faster, it way easier to deal with as AI is not as great as it used to be. USF: abuse sniper. If Cpt is the first tech, your sniper has impunity as they have nothing they can do. Ambulance/Nades/Racks will delay the Stuart even further. In: COH2 Gameplay |
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