It can also counter Puma, Luch, AAHT.
The unit is cost efficient.
4 shots to take down a flak HT and 5 for the luchs. Again, i'd rather use a zis gun that u will definitely need at some point anyway.
Thread: Feedback for Commander Revamppatch9 Sep 2018, 14:43 PM
4 shots to take down a flak HT and 5 for the luchs. Again, i'd rather use a zis gun that u will definitely need at some point anyway. In: Lobby |
Thread: Feedback for Commander Revamppatch9 Sep 2018, 13:59 PM
U are paying 200 mp for an unit that can counter only 222s or flame hts, definitely not worth it. Just go PTRS penals or zis gun to do that. Btw you are not going to build a FHQ that fast. If u do that u will be behind the enemy for sure. Try to always think considering a balanced match. In: Lobby |
Thread: Feedback for Commander Revamppatch9 Sep 2018, 13:46 PM
just forget m-42 and replace it with something more useful ffs.. kv2?, is2? That commander needs something for late game. In: Lobby |
Thread: Feedback for Commander Revamppatch7 Sep 2018, 20:54 PM
Mortar HT is a mobile indirect fire unit with powerful abilities ( HE, phosphorous rounds).It doesn't overlap with pack howitzer and t0 mortar for these reasons. I wouldn't spit on a 5 men flamer squad with good close combat firepower (i might be wrong but they use the same stats of the cav riflemen grease guns). They can repair, they can lay down mines and some defences. You might want them on a map with lots of covers and buildings. M10 is a much cheaper tank destroyer, with much lower pop cap, you can get out 1 on them much faster than a jackson giving you a nice answer to a P4 rush by OKW or Ostheer. On large maps it excels in fast flanking attacks. I wouldn't understimate this unit. The off map arty is a very good area denial in the revamped version. And ofc it's always handy an off map call for arty support. Sherman bulldozer (revamped) is probably even OP, it obliterate enemy infantry with that huge AoE. Elite crews i agree with you, they are quite disappointing. In: Lobby |
Thread: Feedback for Commander Revamppatch7 Sep 2018, 18:56 PM
some meta commanders are not necessarily OP. They simply get better mix of abilities compared to others. Take for example the most common USF loadout ( i'm talking about 2v2s mostly). We usually take 1 commander for artillery ( priest or calliope), 1 commander for aggressive play ( tipically pershing commander) and 1 commander for map based gameplay (for example rifle company for flamers on maps with lot of buildings) or support tools (airborne). Just look the first category, our artillery option: 1) infantry company, we get mines and sandbags for rifles ( good ability), Mortar HT (good unit, still quite unique if we considers our stock indirect fire options), LMGs ( good option, more firepower for long range maps), Time on target off map ( again, good option and very usefull) and finally Priest (good arty unit). 2) Tactical Support: LMGS (See above), M5 ( the only real AA option for usf since stock ones is bugged), Recon ( more durable recon run, usefull), P47 strafe run ( quite situational but usefull), Calliope ( good arty unit). None of these abilities are OP imo, and both of these commanders can be a good choice. As i said before, mechanized is poorly designed, even the revamped version. Main reason is the poor sinergy of the abilities and the overlapping units with the stock options. Maybe is only my personal preference but i really see no reason to get this commander over Armor company or pershing. In: Lobby |
Thread: Feedback for Commander Revamppatch7 Sep 2018, 17:37 PM
i think mechanise is in a good spot CP2 cavalry riflemen finally access to smoke and they have to close in their AT satchel is good no need to nerf anything just leave it like this imo The doctrine is quite lacking to become competitive. As i said in other posts almost every revamped commander is not going to give competition to the usual three or four commonly used in our best loadouts. Why should i take mech? For 2 cp close range infantry? i have stock rifles that are great, i can use paratroopers with thompson or rangers if i really need a very close range infantry unit. Am i choosing that commander for dodge maybe? again, very situational unit, cool abilities but really hard to keep it alive during a balanced match. I need that sherman? the stock one is enough in most situations. Think about the other USF commanders. I want mechanized to play heavily on vehicles? Just go revamped armor company, it offers better stuff to do that. Or go pershing commander to get a strong heavy armor plus some other usefull stuff with it. We should think how to make some real alternative to the usual commanders. There are plenty of "flavour" doctrines that no one uses unless he wants to troll or have an harder time winning a match. The design of these commanders should be focused on some unique mix of useful abilies that can really make our choice worth it. I'll make a quick example: Let's look at Commando regiment and Vanguard operations from UKF. Probably the last few patches made the first one a better pick overally but they have a good mix of abilities that make both doctrines worth to be played in a balanced match. In: Lobby |
Thread: Feedback for Commander Revamppatch6 Sep 2018, 06:25 AM
still no one talking about the OPness of Stug E, great Kappa Here some other considerations after some 2v2 custom matches i played recently 1) NKVD commander it's great,every ability is useful and this is how a commander should be designed, probably this is not competitive as others but i think it's in a good spot. 2) Urban Defence is still garbage. I didn't test the buffed shocks but the remaining abilities are meh ( booby traps are fine). Incendiary artillery as "final" unlock is a joke. Right now this commander is far away from being "competitive" It could be a good idea removing that little at gun ( there is really no point getting that thing, unless you are doing very very bad and you need a fast AT out to counter 222s or flame HT xD). I'd suggest to replace that with a kv2 or a is2, i would say kv2 since there is only 1 commander with it. 3) German Infantry commander: it's an interesting commander but again, i don't find it really competitive compared to others. I'm still not sure if renouncing to the lmg42 to get the 5th man is worth, it can help a lot preserving infantry in the later stage of the game, we all know the big issues for Ostheer infantry when units like scotts, comets, katyushas and so on hit the field. In: Lobby |
Thread: Feedback for Commander Revamppatch5 Sep 2018, 06:34 AM
i don't get why Stug E has been buffed even more. Have you guys tested that thing? it's just insane imo ( and it's quite good even in the current patch tbh) Right now it's like a very cheap version of the ISU. In my opinion it needs an increase in cost and CP requirement if you want to keep it as it is right now P.S. quick question: these commanders are the final ones for the revamp or it's possible to make suggestions for others? In: Lobby |
Thread: Spring ninjas - SBP Error & Bug Reporting18 May 2018, 09:10 AM
i like how pack howie got nerfed despite no one ever used it xD In: COH2 Gameplay |
Thread: Pack Howitzer13 May 2018, 12:41 PM
2 major issues with this pack howie is the cost and the competitiveness of its tier. In the current meta lieutnant is way better than captain tech, mostly because of those 50.cals. not sure in 1v1, but in 2v2s it's utility is way more limited, quickly hardcountered by stukas (not so strange to see a fast stuka in team games). In: COH2 Gameplay |