have you played with the new isg? its horse sh*t. only good thing is smoke
Yes, a couple of times now. The incendiary from Feuerstorm is good. I like what the balance team did with it. The game didn't need 100-range snipers like the old version of this or the UKF mortar pit. |
The problem is: it has to less range since okw will not Build frp anymore anf it cant retreat...this is the main Problem now
Yes, the 85 range auto-attack is clearly a crisis when compared to the incredible 60 range of the USF mortar.
Seen any mortar pits since the patch? Most every faction recieved nerfs to their indirect which was overdue. |
-Cost decreased from 330MP to 270MP
-Auto-attack range decreased from 100 to 80
-Autoattack range bonus removed from Veterancy 1
-Anti-structure damage increased (from 1/0.5/0.25 to 2/0.3/0.15)
-HE Barrage recharge time increased from 30 secs to 40 secs
-Smoke barrage recharge time independent from HE barrage
-Intel Bulletin for barrage recharge lowered from -25% recharge to -10% recharge
-Now has access to a smoke barrage ability
-Population reduced from 9 to 7
-Penetration reduced from 75 to 35
-Incendiary barrage scatter FoW penalty increased from 1.25 to 1.75
Smoke added, price decreased to same as mortar, no change to damage. I haven't used it myself yet but seems like really good changes. |
But having fuel-free callins completely removes the point of holding territories.
Well, I played like a potato in the early game and lost every bit of ground. So what, I can still make an epic comeback with fuel free call ins.
It's even bigger cancer than coh2 call ins, which at least cost fuel, yet didn't need teching at first.
And it was not like vcoh call in tanks were duper manpower expensive. If I remember it right, Tiger cost 800an power which is only 170 mp more than the current tiger, yet it was completely fuel-free (not 230 fuel price)
You forgot purchased Vet from COH1 (Panzer Elite?) and call-in Vet (early Rifle Company from COH2).
I wish someone at Relic would look at the Wikinger mod, especially the version with the high zoom. It seems a little more realistic while keeping COH's playability (better than either Men of War or Steel Division).
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1. Removal of smoke on Riflemen, that's going into dangerous territory.
2. Nerf to Tommies in cover, I suppose it helps wermacht in the matchup but then it helps OKW as well.
3. Changing ML-20 and similar pieces to cost less manpower but also cost fuel.
4. Some commander changes don't seem successful.
5. More like what's not being changed, wermacht is being somewhat left untouched. They got a few changes here and there but some of the problems they have will still persist. I guess if other factions get nerfed, they technically get a buff?
Some time ago, the balance team said something to the effect that they planned to balance everything to Ostheer so yes, technically a buff.
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I'll miss the off-map 155mm from Mechanized. The range is too low for the WC51 to be all that useful. Had it not included a range, or given the range of an on-map howitzer, then it would have been fine. Giving it a range of 60-80 means that it won't be used much in anything beyond 2v2's. |
Oi, now now let's be nice 
There is one legitimate strategy I can think of: prevent defeat by base destruction. You can build a cheap building if you're being baseraped to prevent yourself losing when you lose all your structures. It's not much, but it's something.
I thought I was being nice by using the crazy English spelling of your name
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We should also restrict players to building one thread like this. Try to build a second one and they get introduced to Swiftsabre, who clearly needs more locking practice. |
or simply make ass eng a tier 0 unit
This, even if it had to be buildable instead of a call-in
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Intent of the changes
M21 mortar halftrack
The changes will allow the M21 half-track to integrate more seamlessly with USF builds, and also allow it to launch smoke and support barrages non-stop.
Of notable mention is that the M21 mortar halftrack still uses the pre-nerf USF 81mm mortar. Thus, we'll have to possibly clip its autoattack and, potentially, its HE.
The M21 and 81mm mortar gained vet at very different rates. The current 81mm is garbage. If you nerf the M21 to match it, it will be worse than useless. You'll be adding a useless ability to a reworked commander.
The M21 is harder to vet because it is vulnerable to fausts/paks/diving tanks. It works best against Ost if they go really heavy on weapons teams.
If a M21 does reach vet 3, it is really good but I'd bet it doesn't happen that often. If it needs nerfing, then the Ost 81mm mortar needs nerfing also. |