Since there isn't a unique definition of what is a Blob, you'll never see anything like you dreamed.
Saucisson is even telling you that 2 RM+1919 vet2 are wiping unsupported HMG42, is 2 squads a blob?
What he isn't telling you is that using armored piercing round will surely change the tide of the encounter.
To make a close comparison, are 2 sherman/AI within the range of a pak fighting against it and winning an issue? because it is exactly the same concept. Hard counter countered by it's own prey.
HMGs already has been buffed vs blob, but in late game with the thousand of yellow cover popping everywhere, they lost their impact on the game.
Blobbing is a strategy that work better vs bad players, good players usually know what to do to counter it.
If you improve your skill, you'll finish beating them hard and you'll not face them anymore after some games. On the other side they'll never improve their skill and stay where they are in the tide of the automatch ranking.
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Imo, you focused too much on Penal, slightly nerfs on them and Guards would have been enough. |
I huned 80% health unprotected sniper half map till I killed him. Do you think its fine ?
I think balancing snipers will never ever be fine. This kind of unit goes against any other game mechanisms. JLI and Pathfinder are much more balanced.
I understand your point, just think as it as when you are chasing an almost dead tank and it keeps bouncing your shots until he reachs a safe zone. |
If m20 is meant to hardcounter sniper once it gets on field otherwise it will get hardcountered by 222 and later axis tanks. How can I counter ostheer sniper when he have 222 guarding my m20 and will have 2 paks once I get sherman ? Also m15 isn´t all that good on the move right now so I don´t know how can I counter his sniper + 222 combo.
Another this is he will also have first pak by time I get M15 so once again he outbeats me. M20 doens´t have to be shock vehicle, it should be punishive vehicle. It should hardcounter lone sniper with 70% of health, it shouldn´t allow him to run half map back to base. Enemy should have grens nearby to counter my m20 and because m20 is no longer shock unit, it shouldnt be dealing to much damage to grens allowing enemy to get 222. Right now enemy can brainlessly retreat with his sniper without any support and yet almost save him. This schouldnt be the case. Because USA lack sniper, they should have some fast tool to hardcounter him. Even in vcoh USA had jeep whitch sucked against infantry, yet was able to kill the sniper with blink of your eye.
Snipers
We feel that the Sniper’s cloak ability is over performing, making them extremely difficult to counter with infantry. To address this issues we have made the following changes:
When firing a shot or using an offensive ability when not camouflaged, the unit will be unable to return to camouflage for 10 seconds
Snipers cannot cloak until out of combat for 3 seconds
A sniper is a big investment in mp and popcap and a m20 already threaten it once it hits the field. With the price increase on the 222, the windows of opportunity to kill the sniper right of the bat is bigger.
I'm also uncomfortable with the terminology "hard counter" with the sniper, do you think you should kill any sniper once you get a m20 just because it is the designated hard counter?
You'll still need to flank it with different unit + your m20 to shot it down.
Last but not least, if you see someone going dual pak, don't build a sherman. You're pretty sure he is going to stale for a Tiger.
So If you have it already, use your sherman as flanker and to deny lone cappers and build an extra RM + nade maybe, he is probably low on AI. Also be ready for the tiger.
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I am not quite sure if I understand u correctly. So with this change the best protection against HE artillery fire is to happily run around in the open and avoid cover at all costs because cover nearly always equals a tighter formation. Sounds a bit silly doesnt it?
it has always been the case. Being on the open increase your spacing so reducing the chance to get wipe by a single hit. |
I have asked this over and over and never get any proper response so i ask again:
In the survey before you started working on the patch the popular opinion was wehrmacht lacked in mainline infantry scaling.
I have asked why you can't simply give them a 5 man squad upgrade in T4 so you have more reason teching to T4 than just for bigger tanks and more to spend fuel on than just tanks which adds OPTIONS not just more openings but LATEGAME OPTIONS which is severely lacking currently.
The answer i have been getting it is out of scope and too complicated, but why is buffing and changing penals not "out of scope" and just as complicated? You are reworking the entire role of the penal which was overperforming to begin with, and you claim adding a fifth guy to a grenadier squad late game is too complicated? Keep in mind the kar98 isn't the damage dealer in a grenadier squad so their dps would hardly change much, it's more to get rid of the one shot wipes of grenadiers.
Cuz they don't need it maybe. Asking the question over and over and not accepting the answer provided to you doesn't mean you are right.
Ostheer infantry need less squad wipe = improve model spacing, nerf USF mortar, nerf vet3 rifle RA, nerf Brit Engi double nerf, nerf mid game medium tank AI power, nerf mid game light vehicle M15/M20 power etc... It isn't enough? Well more mods and patches are coming after if this one succeed.
Since the begining of the mod presentation and even since before, modders stated it: Ostheer is the reference, they want to balance other factions from it. So why would they change the reference? |
DLC factions have been thought and build around what vanilla factions were. The idea leading the game designers was obviously: how can we make it better, and how can we improve the player experience with the DLC.
You have the experience from what vanilla factions can do and can't do and suddenly you want to overcome that and provide a new faction with different design: Vanilla factions have stock flamethrowers, DLC factions will not but have FRP because it's cool, vanilla factions don't have it and it brings new strategical experience.
The problem comes from the fact that you can't really propose a lot of faction design on a strategy game if you want to keep them balanced.
You can make two different factions with a lot of asymmetrical aspect, but 3,4 or 5 factions. It simply doesn't work.
Instead of building a deepest strategical game by providing more dept in both Ostheer and Soviet factions like for example improving and innovating in the Commander point system of the game or bulletins or providing different stock upgrade like they did for the Brit. they went to more factions and less game design.
Probably because it is easier to sell a DLC containing new factions, to reach the US market better with the USF faction and then the UK market. |
This know you better, I see you have very much experience. I dont play 1v1. Sometimes I watch pro 1v1, but nobody build bofor. Just spam infantry on both side, for outcaping enemy. Strange, in my games, you have all cap in two min and then just keep forcing the enemy.
In large team games, you can ask for help your teammates to deal with rushing light vehicle. You have more fuel income, is space and time to build catches. Therefore is rush for Cromwell, much more surer way in team games.
I just wanted to alert to changes in ballance AEC and Flak HT.
I just wanted the point that if you've been outplay outplay to the point of a flak halftrack camping your cutoff and you can't do nothing, it has little to do with the flak halftrack.
Now more consistently, honestly try to snare a flak halftrack, you may succeed with cons+hoorra and with a multiple flank but trying to snare it as USF is a good way to lose your squad before the grenade comes out and if it comes out. |
is viable no more. 90 fuel for risky light AT ? Rush for Cromwell is much more surer way in team games.
In 1v1 I suppose Flak Half Track on cut off point and GG.
PS: sniper versus Flak Half Track? Sucide mission.
If a flak half track on cut off point is GG, what about a Bofor! They both arrive around the same time now. |
Coh Steam version is purely multiplayer. This version was automatically installed whenever you entered a cd-key from Coh&addons.
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