Company of Heroes: Eastern Front

Author Topic: [1.11] God of War "2"  (Read 13884 times)

Offline Red_Stinger

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Re: [1.11] God of War "2"
« Reply #45 on: July 08, 2010, 09:58:02 PM »
I've seen a guy who used HT to transport his infantry through the targeted area (it was a 4vs4 map), they dont take a lot of damage and are fast. Also tanks arent annoyed by this abilitie which come in late game - when there is a lot of tanks!

However, binocular may be a solution to avoid allie losses!
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Offline Strayker

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Re: [1.11] God of War "2"
« Reply #46 on: July 09, 2010, 12:59:27 AM »
Yeah this ability definetely should be changed...i mean it takes 6 CPs to unlock it...the V1 doesnt take that much CPs and thats a ultimate weapon of terror though it doesnt do as much damage as it should either. Nevertheless its more usable as this one. High probability of friendly-fire, extremely long cooldown and long distance/delay between shells fired makes it a ultimate never-using ability...i think sufficient would be to lower its spread to only one sector, lower its CP price and change the delay between fired shots and it will be just fine.
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Offline AbhMkh

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Re: [1.11] God of War "2"
« Reply #47 on: July 09, 2010, 06:38:24 PM »
Yes the cost id toooooooo high

It should be reduced to 4 cp
The sound of 17 pounder ap shells tearing down panzers

Is music to my ears!!

Offline Paciat

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Re: [1.11] God of War "2"
« Reply #48 on: July 25, 2010, 11:53:56 PM »
No word from Devs.
Will 1.20 change anything with GoW?

Offline originalsmit

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Re: [1.11] God of War "2"
« Reply #49 on: October 16, 2010, 06:26:52 PM »
kat's make god of war look very lame, if GoW is made more powerful It may be overkill to have the god of war and kat's on the same doctrine
anyway something needs to be done with it, maybe more like sector arty or yank howitzer barrage, but really it should be something original which is i sure what the devs intended
it needs to reflect the quote from which it is named 'Artillery is the god of war - Stalin
maybe if it barrages at a not too hardcore way with long cooldown, but uses the strafing run template for its hit area, as though a commander was trying to focus on an enemy defensive line.
with prop being the only doctrine allowing russ to supress early it seems likely that defensive lines will be forming on both sides.
good luck devs

RussHaus