Sander93

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Sander93
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  • @thedarkarmadillo said: 235mp single Shrek volks was too strong and needed removed but 15mp more is good enough for another Shrek. Do keep in mind that in regards to / as opposed to old Volksgrenadier Panzerschrecks: * Volks back th…
  • @freejones12 said: My only question is if the changes to units are only for these commanders, or for any commander with the abilities? Thank You Relic. Glad you like the new commanders so far. Yes, all abilities and units that are in o…
  • Some feedback to improve your suggestions: * Uncounterable resource conversions aren't very popular, that's why all the other ones were removed or changed. I would suggest to replace your first slot with "supply drops" that would work the same…
  • @Bogeyfox said: The logic is that units with burst still deal a lot more damage in mid and far range. This makes no logic. They are wielding automatic assault rifles, not submachine guns. It does make sense that they still perform quite w…
  • Jackson vet 3 with AP shells has 390/364/325 penetration.
  • Are you just going to conveniently ignore that Allied TDs have 210-325 penetration at 60 range with an 80-125% chance to penetrate a Panther? The Panzershreck's penetration and damage is balanced by the fact it has the mid-long range accuracy of …
  • Your second issue about game speed seems to be an FPS issue on your side. If the game feels like slow motion in late game when there's more stuff happening on your screen, it probably indicates that your hardware isn't capable of running the game sm…
  • It doesn't self spot, but it 'tracks' like all other loiter abilities. So if there is a unit within the circle that gets tracked by the plane, the unit can retreat out of the circle and it will still be targeted. This happens to all loiter abilities…
  • I'd much rather have the Command Panther put in T4 and have its high cost brought down. It's performance is arguably on par with a regular Panther because it doesn't get any combat veterancy for itself, but costs so much more. It should be ~550MP/20…
  • Also also, the USF doesn't HAVE to tech for grenades and they can build caches while OKW can't.
  • @C3Tooth said: OP King which non doc - check King Tiger OP? Rofl ok nice joke
  • The drops save you both manpower, fuel for tanks, and prevent getting stuck with a second officer squad (when what you want for infantry is paras). The munitions costs demand a strategic choice and prevent dropping lots of them for Soviet T1 ally. …
  • @addvaluejack said: I really like the JLI CP1 change. But please take a look at their veterancy requirements, they are too high right now. Veterancy requirements will be lowered in the final notes.
  • Here's an updated overview of all my feedback on the OKW commanders. Partly based on the usage in the tourney. Updated for 1.8. Once again I'd like to thank the team for a great job so far and for the community approach. Elite Armor Gener…
  • @Comrad said: It was. Now it will never happen. Only new units and abilities for Germans. Ehm, new Commissar squad? Cavalry Riflemen? Mobile FHQ? Scorched Earth Policy?
  • @az244 said: Why only one 221 can be upgraded to 223? I like idea of 223s, and I don't understand why cant have more 223s when i have enough resources. Has been confirmed 'not working as intended' and limit will be removed next patch.
  • @thedarkarmadillo said: let alone the il_2 and its new found suppression. Well at least it can't wipe several full hp squads anymore, but I agree. Air support should be buff/debuff support abilities that supplement an assault or defense …
  • Meh mines usually only kill one or two models and barely do any health damage beyond that. Demos could be the more expensive variant that deals like 80-90% damage, but no cheesy full squad wipes. They could be the teller mines of anti-infantry devic…
  • I actually like the idea of demos no longer killing entire squads but doing severe HP damage instead. Price and mechanics could be reverted back to one of the Original states to increase utility. This way it would be an area denial tool to force ret…
  • @Widerstreit said: After some games I have to say, I really like the patch. Panther are clearly better now, mortars are more decent, even hull-down feels smoother... If you forget the fact, that fractions are still bad designed…
  • @Katitof said: -Its weakest stat, rate of fire, got massive buff. Afaik ROF buff only applies to OKW Panther, which is now in a great state IMO. I'm glad to trade armor RNG for consistant HP pool for survivability, although it's weird tha…
  • @dms said: flamer is needed with m3 to combat mg42 spam on maps with buildings. Soviet would not have a flamer unit if you remove this !! Uhh OKW does fine against garrisons without flamethrowers and clowncars. It would only mean that the…
  • @thedarkarmadillo said: a little while ago i was thinking of a rework for spec ops commander: make flares an ability on the command panther, put the IR HT in their place, and make it give an accuracy buff for IR stgs or something. In that…
  • @Lazarus said: If this was just the Ostheer Panther, I'd jump for joy and we'd call it a day because this - largely, would fix the Panther (would make it durable, low armor would reduce RNG, durability would mitigate its awkward dps). Giving this…
  • @Farra13 said: Especially when you consider that this iteration of the 222 will force OST's opponent to purchase an early at source, which in turn means one less unit that could be dedicated to fighting the OST infantry, which leads to alot more …
  • @DarjeelingMK7 said: I dont play much as SOV so i wont mention their sniper. But, as an UKF player, i really concern about the additional fuel cost and armor neft of the UC. I'm still new with the game and have bad micro, so i think i will har…
  • To me it feels like Panthers barely ever bounce shots from AT / late game tanks anyway so I honestly welcome an HP buff. I'd rather count on a set HP value for survival than RNG pen mechanic. The only thing that it really lacked IMO was DPM. That…
  • I fear the OKW Volksgrenadier incendiary grenade being locked behind a tech building can leave them seriously vulnerable in the early game in garrision heavy maps. I would opt for something that at least leaves them with a fair chance. In line wi…
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