RoastinGhost

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RoastinGhost
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  • I apologize for the self-promotion, but you may be interested in this: https://steamcommunity.com/sharedfiles/filedetails/?id=1681429371 I did my best to balance Japan without adding fictional equipment. Instead of a heavy tank, they get an infa…
  • I agree that having around 10 commanders is a sweet spot; that would be a good way forward. However, I think it's too late to remove commanders. A lot of them could be fixed, balanced, and made more distinct with relatively minor changes. The mos…
  • @Yappir said: Soviet infantry can ride tanks. I do not care how, why. All i care it looks too good not to be in the game. My Commander Mod features this! The animations look bad, but it's pretty fun to use tanks as battle taxis.
  • For the scoped enfield, I would suggest using it as part of a command section. 3 man team that can follow around an infantry section and buff it, giving the 2 squads the same strength as 2 regular infantry sections, but at a lower price. It doesn't …
  • Hi; Interested in the supply to try out the reworked commanders! https://steamcommunity.com/profiles/76561198025227024
  • +1 on the modding suggestion. It helps a lot with getting ideas tested and finalized. Using cheat commands would be a pretty straightforward way to do it!
  • Wow, good find! That definitely seems exploitable. I guess that's why it's a little overpriced, huh? haha It's a little odd that the soviet sherman gets a 50% reload bonus, where the m4a3 and easy 8 only can get to that level with a full radio…
  • One ability I'd like to draw attention to is the Forward Observation Post. That structure's abilities could use a substantial decrease in munitions cost to make it even somewhat useful.
  • One thing that makes them unique is that they're the only engineers in the game with full-length rifles. I'd normally check coh2stats.hu, but since I can't, I'd assume that they have a dps curve that deals 25% of close range damage at max range? (l…
  • I think this would fit better as some kind of commander ability- "Improvised Weapons": replace rifleman grenades with mortar shells. Maybe sticky bombs instead of AT rifle grenades too, for old times' sake.
  • I agree that websites like that are great for fair and competitive play, but Relic hasn't ever been in charge of websites like that. They've all been fan projects, abandoned over time. That info is necessary for high-level play and would ideally be …
  • My idea for them is that BP4 unlocks a "loose formation" toggle ability for Grenadiers. This would naturally make the squad less vulnerable to explosions, and would probably give the last guy a better chance of escaping if he's farther away from wha…
  • The wording is pretty unclear if regular Paras get Elite bazookas too, but if they do, Rangers should get them as well. I'd like there to be a more consistent tier system in place for weapons you can pick up. Brens performing differently of differen…
  • Maybe the difference of the between the two commander abilities (including the effects other than the two close-range packages) has more to do with the design philosophies of the two factions? At the time OKW gets the ability, they already have a…
  • Not to necro my own thread, but I made my idea into a mod! http://steamcommunity.com/sharedfiles/filedetails/?id=1244320542&searchtext=
  • I actually think that Company of Heroes 2 has superior gameplay. I really enjoy TrueSight, and having the individual squad indicators is a huge UI improvement. Infantry models all having the same health makes them feel more human. The nicer movement…
  • Oh, the veterancy guide reminds me- I think it's been a long-standing issue that Rangers and Paratroopers are too similar to each other. Paras do a little more damage thanks to an extra model, and can reinforce from beacons. Rangers have a third wea…
  • I'm not sure if this has been suggested before, but what if T3 gave Wehr infantry (Grens especially) a new toggle ability for a looser formation? That could help them against AoE attacks without having to give them more models.
  • I totally agree that it's not enough to balance around win/loss rates. It can definitely add to balance problems since it assumes that players are of equal skill level and doesn't show what is or isn't fair within the game. It's just that objecti…
  • I think the best feedback we can give Relic is with win/loss rates for the factions. A lot of balance changes seem to be based on that, since that's sort of the goal of balance- giving two equally skilled players an equal chance of winning as differ…
  • I just wanted to repost my idea for resource caches to increase in cost with your team's player count. To avoid spamming, the justification is in my previous post, #497. I think this would make their usefulness more consistent across game sizes. …
  • I like the redone Recon Commander, but it may be too reliant on Munitions. Every one of its abilities (or units it spawns) requires a good amount of them. I recommend changing the price of the airdropped group from 325mp/80mu to, say, 420mp. This w…
  • Thanks, Baálthazor! That means a lot to me. And I absolutely agree that balanced content is better than more content, if you have to choose. Xloss- I was trying to keep the number of new assets down, but sherman jumbo and knights cross are cool. …
  • There are a few things that bother me about Penal troops- -They're called "Penal Battalions" when they're just a squad -They have advanced weapons and their lives are more valuable than normal troops -There are way too many of them for realism's …
  • I think that the cost of resource caches should be looked at. In 1v1s, they're not that useful, but as the number of players on your team increases, the amount of resources they produce is multiplied. This is what makes them so much more valuable…
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