the part i find most annoying is trying to time the damn heal to get all squads. i always end up with a big group of guys standing around. i get that that's the disadvantage of the aoe heal though. |
maxim spam gets boring. |
i really want dow3
I would have guessed Dawn of War 3 announcement if they didn't specifically say it's news for CoH.
they're dropping support!  |
haven't seen him much in the new meta and none at all in 1v1s but it's not too hard to see the faction design issues which compound any advantage he has vs USF.
the soviets have the m3 and their own sniper in t1, both of which counter him pretty hard and in t2 they have the mortar and zis (barrage specifically) as well as having higher model, low value squads (compared to USF). these make the OKH sniper significantly less powerful against USSR.
USF on the other hand has only infantry for the first 5 minutes or so of the game. this is exacerbated by RETs being complete shit (particularly for this time period, they won't have BARs) and riflemen being hardcountered by the sniper as well as being extremely expensive. if USF opts for t1 they can get an M10 out pretty fast although the change to the 222 gives the m10 a much smaller to nonexistent window of free reign. the half-track is more powerful but comes later, giving the sniper a bigger window in which to do damage. the stuart is even more powerful but has an even longer time before it comes out.
really, it's just relic doing a crappy, minimal design for OKW/USF and not taking faction inter-release block balance into account enough. |
Stacks up to 3 times. Checks for allied medium_tank and heavy_tank and t_70 in radius 35, won't trigger off assault guns (including priest) or light vehicles (including stuart and scott). Only applied to the Sherman, and multiple vet shermans will not let you get any more than 3 stacks either on each Sherman. Pretty weak honestly.
wait what?
so my sherman will get a bonus from my allies IS-2 or t70 spam? |
I'd say, make B-4 worse version of a Pak43 (slower reload, rotation, no shooting through evertything) with vet ability to use it as a barrage casue currently it's useless.
thinking about this a bit i actually quite like it. to differentiate it from the pak, and prevent it from being a "same but worse" i'd either give it more damage (400? 420?) and a lower fire rate or 320 and more range. or they could just nerf the abilities some and give them a lower cooldown so it's less of an "all in" unit. right now it's kind of like planes pre nerf in that it gives that "exciting, cinematic" feel to the game; we all know everyone hates that. |
molotovs are shit. i think they just need a straight up damage increase. i don't really see an issue with moltovs being "better" (more potential damage with the trade off that it's DoT instead of spike) then hand grenades but they really, really need a damage increase and you can worry about bonuses after that.
the problem with the DShK rounds, at least compared to the MG42, is that they don't add any extra damage. I'm not sure they need a damage increase but they should get something else or incendiary rounds should be toned down.
apparently tracking used to give an actual sight bonus (never saw it, didn't play much soviet for a long time) and was justifiably considered OP. i still hate the idea of AT weapons self spotting. as far as doing something with the vet slot, i think your idea has merit as long as it's a pretty cheap (20-30 mun) ability. a suggestion off the top of my head would be a "rapid fire" ability that would allow the zis to quickly fire a second shot. probably too powerful against light vehicles though.
not really fond of your radio net suggestion for two reasons. one, the above mentioned by beefsurge of historical accuracy (personal preference, relic has already shown that they're not really concerned out it, despite their protests otherwise). two, it's already on USF and it's not going to fit well with soviet units. having radionet require vet means that you not only have to build a lot of mediums but you also have to vet them up and keep them alive. the end result i see is that it turns into a snowball mechanic and doesn't actually help anyone.
as far as heavies go, i also don't see any obvious options. the only thing that comes to mind (this could affect the t70 as well) would be to change secure mode to be similar to breakthrough in encirclement and make it rapidly decap a point but not cap it. this way the heavies can decap heavily contested points and the t70 can very strongly harass. the current secure mode takes quite a while which leaves the t70 vulnerable and is generally a waste of a heavy tank's time.
i certainly agree that vet abilities in general, and the soviets' in particular, need looking at though and i can see that you've spent a fair bit of time typing this up, which is appreciated. |
frankly i don't really care whether or not they update the engine (they won't, it's a shit ton of work), as i won't be getting win10 for a while, but i wouldn't say no to it. i'm sure relic's next game will be dx11/12 based.
i don't think we'll get straight 12 games for at least another 2 years, just because the market is too small until win10 get's some saturation. |
If i think i found the correct one:
-10% Reload, 5% increase sight
i assume that bonus stacks given how small it is. |
upgrades don't seem to be able to be mainguns. |