Rocket strafe doesn't need to much of a buff, just make it so it doesn't miss as much. Their tracking is based on movement, just like T-Rexes. If you are not a Tiger, JT or KT, they won't hit you if you stay still.
About things i would like to see with Airborne:
-NOT sure if it would be OP or not, but try with 0 CP Pathfinders. Make them start with cooldown if too early. It's been to long since i used it but IIRC radios are 0 muni and low cd. This could be tweaked if 0CP is "too strong".
-Both MG and AT gun shouldn't cost mp and be changed to muni. Just like with the UK commander.
The commander was good. It just got replaced when stronger commanders showed up (Rifle-CalliOP-Pershing).
I tested this with a bunch of P4's. Only two or three rockets will hit, even if there are 4 P4's in the circle, and pathfinders watching.
The Stuka loiter, on the other hand, will wipe 4-5 Shermans for 200 munitions. It comes in faster, so even if you respond right away you often can't get it out of range. |
"Fixed an issue where the second mortar belonging to the mortar pit would deal reduced damage while barraging."
Don't call it a bug, call it a feature.
This is wiping Gren squads like crazy. I tried a 4v4 and it was a shytefest. |
A combination of abusive meta (OP Penals, OP Light vehicles) made it impossible/unattractive to utilise the rest of the assets of T1 (Sniper/M3A1). With the changes T1 should feel less like a "Company of Penals".
Penal satchel is meant as a stop-gag solution for lights that try to circlestrafe your Zis gun. In the late-game you can combine the satchel with button.
For PTRS, you are supposed to use the fact that they have a high drop chance on Penals. That way you -might- be able to reclaim Penals for late-game use (after you used their PTRS to go through the early-game), pass their PTRS over to Conscripts.
Try to think of how you would adapt in the new meta.
So the new Soviet meta is supposed to be:
Buy Penals
Upgrade to PTRS
Get Penals wiped so they drop their weapons
Pick up PTRS with Conscripts in late game
If, by some chance, this new meta doesn't work out, is there a backup plan for the Soviets besides increased maxim spam?
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Because the scope was directed by a community poll that was flawed by design. Nothing on the end of the modding team my friend.
Yes, because the modding team would have nerfed everything allied into the ground. Mr Smith offers his opinion on every nerf thread and it is always nerf allies. The UKF win rate for the top 250 players in large games is lower than Ost, and exceeds Ost by an incredible 0.3% in 1v1. |
Yes, please nerf the Comet, because every game should end like this one, only faster.
https://www.youtube.com/watch?v=eSozJRYKjgY
(For those that don't want to take the time to watch, Comets & Arty Cover were great early, JT & vet5 Panther uber alles)
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In any team format:
Worst than brace : Multiple OKW's flak trucks + a forward retreat truck camping a VP or the best fuel point.
When the map make it possible, it's a lot worst than brace. Dual OKW team are hard to beat when using it and playing well .(2vs2)
It permit to the Axis team to concentrate elsewhere, and to retreat to it in case of something happen.
Sure it can be beaten, but it's as fun as Brit's brace...
My 2 cents
Not with you on this one. Destroying aggressively placed OKW tanks is the most fun thing to do in large team games. People putting trucks by vp's are the people that make Priests look good. They can even manage to make pack howie look good (which is normally an overpriced POS), as the damage helps vet them fast and they sound really good when they hit vet 3. I especially like using the Priests because I can't stop laughing when I hear the Priest crew say "That's it, they all f'ing dead!" RIP Sturms |
assuming the raketen hits, which doesn't happen
The raketen hits something every time. If the ground is not level, then it usually hits the ground. I'd happily trade it (and give up the stealth scouting) for a Pak40.
To OP-
Try to screen more with troops. If you have commanders with recon then use those and occasionally use the recon skill, or flares if one of your units has them. |
Right now, the win rates are as balanced for randoms as they've ever been so it doesn't matter too much.
As someone who occasionally plays random 3's & 4's I would suggest the following:
1) Download some replays, watch what other players build and do.
2) Play against the computer until you can at least beat a CPU-Hard
A lot of players think that it will be fun to learn the game by starting in a 4v4. It will be anything but fun if you try to learn COH2 that way. Your own team will be rude and the other team will taunt you. |
If you let your enemy to roam for 30 seconds around your emplacement and allowed him to throw incing nade a second before brace finishes, then you did something horribly wrong
So you really want to claim that the throw time on a grenade is 30 seconds? Most people force brace by using mortars, leig, or occasionally an AT gun, then move in with infantry. |
My suggestion on how to finally balance brace and make it interesting for both sides is rather simple and it cosist of these 2 points.
1. Emplacements cannot use stand fast nor be repaired with forward assembly engineers while braced. They can still be repaired by normal engineers, because engineers are put under huge risk while repairing under fire.
2. Emplacements will take (33-50%) increase damage after brace ends. Let´s say for 15-20 seconds. With this change, UKF player will still be able to use brace to protect his emplacement from heavy artillery fire/tank pushes/whatever but will be punished greatly if he does not manage to establish strong foothold after brace period ends. Axis player will be able to play around brace, because he will get 15-20 second window of opportunity after brace, when he deals bigger damage to emplacements. This will open up options for great mind games. For example make fake push with tank, force emplacements to brace and kill it afterwards.
By these changes emplacements will be no longer no brainer, will need furthure support from other sources, and quick response for UKF player,if he wants to keep the alive. UKF won´t be able to keep them alive forever and ever with brace+stand fast combo. He will also be punished if he uses brace badly and does not manage to hold line withing brace period.
Axis player will get option to play around emplacements and kill them after brace period rather easily thanks to these changes.
I´m not aiming to remove brace altogether because it´s very interesting feature that helps emplacements to survive (something like retreat). I want to give brace handicap afterwards, so it becomes high-risk high-reward ability that may keep your emplacement alive or destroy it alltogether.
What do you think about this idea ? Disuss.
A lot of players throw flame grenades right as brace is finishing. This feature would ensure that the emplacement is destroyed. I haven't been having a hard time with emplacements in 2v2's. I sometimes have a hard time in 4v4's when there are 6-8 emplacements. Even then, it normally works out okay because they sacrifice a lot of pop cap for an immobile unit.
Before you go to all this trouble, here is my suggestion:
1)Replace the Bofors model with a model that looks a lot like a halftrack.
2)Allow the model that looks like a halftrack to move.
3)Since it can move, remove brace so that it can be repaired from the comfort and security of its own base. |