They will be OP because Relic probably will have not been able to fully test all the factions abilities in the context of the current meta.
This.
No more hats

Thread: What would the UKF be like on release...17 Aug 2015, 17:53 PM
They will be OP because Relic probably will have not been able to fully test all the factions abilities in the context of the current meta. This. No more hats ![]() In: COH2 Gameplay |
Thread: Ambulance and medics (USF/UKF)17 Aug 2015, 05:12 AM
well after some thoughts, i think it is fine i guess little bit cheap though, most ppl will prob let the medic jump out at base and setup there like OST medic bunker, then let RE in the ambulance follow the Major or infantries as forwarding heal and reinforce like OST HT except need be reinforce in friendly zones and slower than HT, if situation goes hot, major cancel its retreat point and units that fall back to base don't need wait for ambulance to run back to base to heal them. that is a dirt cheap medic bunker at base and a half function HT in front line. hmm.... You are paying or sacrificng 160mp at least on the cost of a rear echelon and then paying munition to get the medics working. Same as OH cost. In: COH2 Gameplay |
Thread: Request. Make balance changes rare.17 Aug 2015, 05:09 AM
On the contrary, if they made small changes every month, you wouldn't had to "relearn" the game every 6-8 months. In: Lobby |
Thread: Ambulance and medics (USF/UKF)16 Aug 2015, 23:43 PM
Sigh, i don't want to discuss semantics, but been able to reduce popcap while bailing out is not a bug. You could assign a higher pop to vehicle crews if you think it is really "gamebreaking". In: COH2 Gameplay |
Thread: Ambulance and medics (USF/UKF)16 Aug 2015, 22:30 PM
The ones which have no popcap tiered to them. Unless you blob all the time, you are gonna have to pull back units in order to be able to heal your troops (unless you equip medkits on all your units)
As i said, it has worst mobility than a KT and i'm trying to make it move like a Sturmtiger. That's not a quick escape. Popcap "abuse" only works for really late game with Priest and MAYBE Jacksons. And still, you can't be "afk" with your units so you just save some mp sometimes. PD: it's not a bug, it's part of the design of the faction. In: COH2 Gameplay |
Thread: When to choose commander?16 Aug 2015, 10:44 AM
That depends on the situation and the commanders your opponent has chosen. /Thread In: COH2 Gameplay |
Thread: Ambulance and medics (USF/UKF)16 Aug 2015, 02:44 AM
i think it may make USF heal troops too fast, USF ambulance already have the AOE healing, it have some cds but it is the only real AOE healing in the game. which heals big group of units very fast. once we have the medic setup medic station, (i will call that for now) and let RE in the ambulance and use the skill. it will heal big group super fast. which could be broken for USF that use medic station+ambulance as a FHQ like SU since the infantry in both aura will heal super fast. that is all i can think for now, maybe give the ambulance positive heal and lower the healing rate to units near it once it stop instead and remove the skill. I'll have to check healing rates but you'll be spending 160mp + 30mu to "overheal". Not like you could build a medic bunker on top of a OKW FHQ (which nobody does). Most of the time you are wasting time reinforcing rather than healing. I rather they make medic garrison fighting position into COH1 style Triage. The AoE wasn't amazing neither the healing. It also force your units out of combat. Having the fighting position to be a healing bunker when garrisoned by medics isn't a bad idea at all, i guess just another type of implementation. In: COH2 Gameplay |
Thread: UKF - Know your units - Medium armor16 Aug 2015, 01:02 AM
And snipers, nothing made an UKW cry more than an OH sniper. In: Lobby |
Thread: Ambulance and medics (USF/UKF)16 Aug 2015, 00:57 AM
Changes:
*This might or might not be necessary but i don't see any drastic consequences with it. *This is also intended for the UKF medics (which i'll assume will give the same headaches as the USF medics). Thoughts behind this: I'm trying to address several things with this. Popcap for mid-late game bleed, micro sink by having to activate skills for every time you want to heal your troops (or the medics running into the front) and reducing the penalties of losing the ambulance while having it on the "front" or by an enemy flank. Overall, i'm reducing just 2.5 popcap (3.75mp drain). Not a drastic change. While having a better acceleration, you could escape from threats a bit more easily (it would have Sturmtiger acceleration, so nothing amazing). If you could have a "secondary" source of healing, you wouldn't be as much as afraid of losing the ambulance. If we compare it to other factions healing sources, you'll see it won't be imbalance on cost. -Soviet pays 250mp and they are stuck at their HQ -OKW get it passively with T1 -OH has to spend 150mp (bunker) and 60muni. They have the flexibity to do it where they want. Notice that none of them have a popcap cost and they reinforce automatically after been killed. -As USF, you'll realistically spend 160mp on a RE to recrew the ambulance (or any other unit) and put the medics wherever you want. The 30 muni cost is to account for the fact that the medics have a popcap cost attached to them and it will cost you mp to reinforce them in case they get killed. In the end it's just a +10mp -20muni difference with OH medic bunker. You could argue it's a more flexible or mobile medic bunker, but again, you are paying munition for each time you settle down for a more vulneralble healing source. In: COH2 Gameplay |
Thread: Cruzz's The More You Know15 Aug 2015, 19:59 PM
So grenades will wipe a squad at close range? In: COH2 Gameplay |
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