And for a second I thought there was hope.
Nope a skin update. And not a full skin update where modders can take control and make coh3 modern warfare or anything, just these fucking reskins with flamboyant camo.
Can you news guys fix your titles from now on..."October 4th skin store update" is more appropriate. Title as it is comes off as click bait.
Sorry in advance for salt
It was a four skin update, which when said out loud is pathetically appropriate. |
Everyone on this thread is looking at this wrong. Given the armor values of the USF vehicles, they were probably assembled with superglue in the first place. The "superglue" repair is more of an OEM factory fix in the field. The US made something like 55,000 of these versus maybe 6000 Panthers produced, so assembly time couldn't have been too long either. Maybe a 1 second OEM factory fix is historically accurate.  |
Looking at some of the replays where the bug has happened to me, it looks like the teller goes off before the vehicle runs over it and doesn't cause damage. I don't know what in the game would cause that to happen but the bug has been around forever. It can happen to any vehicle and is a problem with the mine. |
I played around with it a bit yesterday. I do have a couple suggestions for USF. The M20 comes out too late in tier 3. USF's tier 3 should be Sherman, M10, and AA HT which are more equivalent to Ost's tier 3. Tier 4 could be Easy 8, Jackson, and a reworked Bulldozer Sherman. If you keep the M20 and Stuart, put them in tier 2 but make them delay tier 3 enough so that it has to be a strategic decision whether or not to get them.
Armor company would get the M18 and Pershing since M10 and Bulldozer would be non-doc.
I still think it would be better for Grens to have a 5-man squad because they'll still be pretty at risk of being wiped easily in late game due to indirect. I'm not sure how getting rid of the LMG upgrade will work. It probably won't be so bad with the USF not being able to buy double bars.
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Looking at COH2 Charts, the game appears to be as well balanced as it ever has been. However:
OKW - It would be better if the MG34 actually suppressed something (nothing more annoying than having Soviet player blob through a pair of mg 34's and Ostwind)or the raketen didn't take an eon to shoot (would gladly give up retreat and garrison for a "normal" AT gun).
Ost - Grens get wiped way too easy - I'd much rather pay 280 for a 5 man squad.
USF - 50cal suppression isn't good, and overpriced for performance. Pack howie costs way too much and too high of a pop cap for what it does, and anyone who thinks that it is more survivable because of the six-man crew has never used one. (making the attack ground distance the same as the barrage distance would go a long way towards making it okay), M8 scott, mortar HT still garbage (would probably be okay if lowered vet requirement). M20 and Greyhound need price similar to 222 (no muni upgrade and slightly lower cost) |
This started okay, then went downhill. If I lose a vetted rifle mid game, should I replace it with another rifle? I started pulling in RE's but they didn't work very well. This was one of the sloppier games I've played recently but part of that was because I wasn't sure what to do and started flailing. |
The USF mortar is still really good, and rifles with bars are normally better than ass grens. |
Any of the penalties proposed in this thread would end up being bugged, and make the game much worse than it is now. There are lots of examples in the game where a "transient" effect unintentionally becomes permanent.
The only change that I think would help would be to add a little suppression to MG's (except for the Maxim) and maybe increase the damage of the MG34 which seems to fire rubber bullets for the trade-off of only slightly better suppression.
I have played a few 1v1's against a soviet player who liked to blob 2-3 penals and a 1-2 shocks. He was able to push through a pair of MG34's and the flakpanzer from Scavenge, even with screening infantry. It was kind of annoying. In a rematch, I replaced the flakpanzer with the aa halftrack and had much better results, even before a single walking stuka barrage wiped all of his infantry. |
7 units, guards, dense enough for the unit cards to stack on top of each other. Roughly less than 2 person's space between the 42 men. While suppressed, the guard blob still has sufficient damage output to force me to pull an Ostwind back from full health. (Around 1 quarter or more health gone I think)
2 MG failed to hold them back, despite what IRL would have turned into the grinder.
So seven of his squads managed to force one of your three back? Why did you have four units less and why should three of your units beat seven of his? What about doing some crazy stuff like having a squad screen for the mg's and a mortar in the area? |
I voted to leave as is. I don't see how it encourages "dumb a-move" battles at all. Quite the opposite, it takes a little bit of planning to take it down. I also don't think that OKW needs any nerfs. |