I think it´s a bit oppresive that infantry sections can get 35 yard stealth detection via pyro technics.
No main line infantry should get this kind of stealth detection.
The assualt officer already has this by default, so maybe it should get nerfed or removed on IS.
Yeah doesn't really make sense realistically. |
Half (or 55%? Doesn't really matter though) of the far damage is very low for most tanks. For mediums that's 4 damage per model, an Ostwind emptying his whole magazine is 18 or so, even for the Tiger and Pershing this is 12 and 14, respectively. We can roughly assume that this number is equal to the DPS if we assume 5 models squad and ~4-8 seconds for reload.
The damage is also very consistent. Apart from building collapses, which are also fairly predictable, I rarely lose squads in buildings. You can often zoom away for a moment and come back later with barely any risk.
Having a clumped up squad behind a sandbag is not better in any way. There can be complete misses, and the next shot will take out 3 models at once. You can't zoom away from this, the sandbag might be destroyed super quickly, and when you retreat your squad stays clumped up for a while, leaving you with the opportunity to take another unlucky shot and lose it, while you can leave buildings often through the rear door and be out of sight immediately. This also allows you to dodge grenades completely, while you might get some of the damage behind a normal sand bag when trying to dodge it, either because you reacted a bit too late or the squad formation bugs out.
I haven't tested it out specifically, but I don't think there is any major advantage of green cover over garrisons, unless you're a top10 player that never misses anything on the battlefield and can perfectly estimate the outcome and duration an engagement.
I was talking more about mortars, and if you didn't realize it, I was agreeing with you, so I dont really know what warranted the novella of a post  |
generally more resilient to AoE damage.
Generally more resilient as in they're extremely likely to get hit, and will take damage across the entire squad, but it'll only be the "far" damage amount every time. |
This might help with your issue:
https://a.co/d/dY1w7uH |
That would create a huge imbalance for snipers since different faction have different healing capabilities in the front line.
Easy. Give all snipers medkits. Nothing could possibly go wrong. |
Making it get supressed when under fire is a great idea. Though thinking about it... hopefully LVs won't be able to supress it, they would absolute destroy snipers if that were the case lol.
Very true. Dang. |
What do you think of changes to camo or making it not be able to shoot while being under fire? I feel like that would have a bigger impact.
I like the idea of the sniper not being able to shoot while under fire. Or, more specifically, I think it would be interesting if the sniper took massively increased suppression from other units (so much that a few volleys might suppress but not pin the sniper). That or either aim time is significantly increased, or accuracy is significantly decreased while receiving fire.
Makes sense right? It's just one dude with a sniper. He needs to have a good visual on his target, and being shot at and having to take cover makes that a bit harder.
|
Yes and no. Conscripts are always a choice with snipers and driving past one is a gamble. Better at range, oorah, universal upgrade, no sign on it's back.
Not that arguments should be entirely based upon meta but there aren't many builds I can think of that mix penals and conscripts together that aren't shooting themselves in the foot. Especially plus a sniper on top of it.
You've got your normal penal builds where you spend most of your fuel on T1 and the scout car and therefore it's not worthwhile to tech at nades because penals get snare with upgrade. There's also T1 cons/sniper tank hunter build which also gives an indicator of whether or not cons can snare.
Or your opponent could have teched AT nades in addition to all the other teching he's been doing so honestly the cost of the at nede tech really balances out with a 222 dive in the grand scheme of things anyways.
EDIT: And if you're talking some kind of unholy T1 conscript/sniper build with no scout car and at grenade tech, then your frontline is gonna have way more issues to deal with than a 222 dive anyways so that doesn't count. |
It is just a suggestion, you come off like I just hurt your feelings. But then again, I've been around the CoH community long enough to know that people here are very sensitive to other peoples opinions. Case closed, wont bother posting here as this site is just sad nowadays. Bye.
The only sensitive one here seems to be you. Apparently you're deciding to quit the board because someone had an opinion about your suggestion, and you're calling me sensitive? Look man, I don't know how long you've been using the internet for, but people are gonna have opinions about you, what you say, and how many nights they spend at your mothers house a week. That doesn't mean that they're angry at you, or that you're going to have to put them in your contacts list as "Step Dad". It just means you're surfing the world wide web, hombre. Welcome. |
Sniper should have a longer reload time (around 8-10 seconds, or more), so they act more as a support unit rather than a killing machine.
So going from a support weapon counter to a sweaty meta "I just payed 340 manpower to be more likely to win this one infantry engagement" unit?
EDIT: Might as well just remove wehr sniper and replace it with the kubel at that point. Seriously.
EDIT 2: Not that I wish to imply that sniper isn't already sweaty meta "I just payed 340 manpower to be more likely to win this one infantry engagement" unit. It is, but with a change like that, that is all the sniper ever could be. Unless it started to suppress on hit or something. |