Leig needs to be buffed to near pak howitzer levels of performance. Currently it is extremely weak and when compared to the pack howitzer it is almost criminally underperforming.
And before anyone says it should be compared to the american mortar, then why is the 81mm mortar team for okw in the game files but not in the game? Leig is in its own tech structure and should be made attractive enough to be worth building.
Its much cheaper and arrives much earlier while having more range.
Fanboy less please. |
Vehicles coming in for the USF should have crews tied to their specific vehicles with the same population cost.
For instance M3 Sherman should come in with M3 vehicle crew, which when evacuating the vehicle for repairs or whatever should retain the population cost of the tank. This will prevent the well known cheese of getting out of vehicles to get past the 100 cap, or keeping a lower population cap and having a higher manpower income in the meanwhile. This would also help prevent saving the crew from a destroyed vehicle, arming it with bars, and using it to cap and as a combat unit, which is extremely unfair and has no place in the game.
1) That's not going to happen
2) Crews are intended to switch vehicles, not being bound to one, otherwise all USF vehicles would just have self repair ability
3) If your opponent is "cheezing" this way, you have allowed for it by not harassing fuel and not putting attrition, its impossible to achieve in equal fight
4) Crews are MEANT to be saved, that's another point of existence of the whole mechanic |
I would not give Comet moving accuracy as the tank is very mobile.
Its also the only tank in game that doesn't get at least 30% reload buff.
Moving accuracy is nothing really compared to that 30% reload vet, I'd personally prefer giving it reload vet. |
Its just weird thing to do in my opinion, COH1 tommies got snipe ability because brits didnt have sniper.
In COH2 usf has 0 counters to sniper, it would make so much more sense to give it to them instead of making brits a faction of snipers.
Ost have reinfrocement halftruck.
They still got 2nd one.
Same with brits.
Sov got vehicle snare, still got 2nd one.
USF got pack howi, still got mortar.
List goes on and on. |
Faust still performed the same role (click button click vehicle) to kill light like jeep or UC this isn't nostalgia goggles.
It was literally unusable against moving vehicle.
It was used against infantry more then against vehicles, because it DID NOT HOME IN, it was GROUND TARGET ability, just like grenades(including AT grenades of PE). Only US sticky bombs worked similar to CoH2 faust, CoH1 faust was NON FUNCTIONAL against moving lights.
Again, do a fact check. |
No wehr had Faust, USF had sticky. Also grens had shreks back then, but zombie bunker made snipers not as OP vs 4 man squad like ostheer one is to brits
Even after nerfs snipers on coh2 seem bullet, flame proof and even tank shell proof with vet bonuses. Vehicles should be able to kill them almost instantly if you pull off a good play to get into range
Maybe you should go and remind yourself how that faust actually worked...(hint: it was damage only, ground target ability, not engine damaging homing missile of CoH2)
Maybe you should go and remind yourself that zombie bunker worked against regular strats, NOT snipers(which left no casualties to rescue)...
Take off these CoH1 nostalgia glasses and get some reality check, if you want to mention coh1 mechanics, make sure you actually know them. |
You could go the CoH1 route and buff light vehicles vs snipers, and I mean buff by doubling reveal distance and doubling damage so they die in one or two bursts even retreating.
The old jeep or bike would hardcounter any sniper build like this, but in coh2 they're just a minor annoyance and your sniper can just retreat away under Faust cover barely losing health.
You're forgetting that in CoH1 only 1 faction had vehicle snares and it was short ranged and broke the moment you went out of its range. |
CoH3--???
Division...... of steel  |
The fact you are hiding is that UKF can heal their troops way cheaper and with more versatility than any other faction (on the field, on the move, at the press of a button, no tech req) is worse, so instead of calling smartass the person who caught you, think if your bias glasses are still put.
This only confirms that healing sections must be changed
Yes, they can.
That still isn't the reason to make their healing drain muni while all other factions have it as passive. |
Its not "wave of core changes".
Its "bringing off-meta units back into the game". |