I can definitely agree that the Brits in general should've been buffed, contrary to just the aec. I would be content if Relic could really just make changes that wouldn't break balance, or result in mass contention. I believe gathering more information and testing further would really help, and even possibly having some top players act as quality control, would really be nice for everybody.
I'd be fine with Relic and the top players doing all the testing as long don't go too far down the rabbit hole. They've bordered on that with USF, making a army that can be OP if micro'd really well but is a bunch of fragile units if not. Then the elite players complain about it because USF wins most of their matchups while the general player base complains about it being UP because they can't micro like Jove. Also, factions built like that don't scale well into team games because micro loses much of its advantage late game in a 4v4. |
It is like politics. Most people vote without knowledge
In that case, I'm going to vote no. Oregon and Washington both have lots of ballot measures that are started by "concerned citizens", and most of those ballot measures are contradictory, nonsensical, or just plain pudding.
ps - Hi Edible - it would've been nice if overall Brits had been buffed a little and the AEC not quite as much, but it is certainly much better for Brits than it was. I'd rather Relic make small changes, then wait to see effect, rather than huge changes that sometimes badly miss the mark. |
Change the LeFH, ML-20, and B4 to 320 mp, 12 pop cap
shells:
LeFH - 4 shells, 150 damage at center
ML-20 - 3 shells, 200 damage at center
B4 - 1 shell, 600 damage at center (yes, it wouldn't 1-shot a full-health medium)
Revert the AOE of the howitzers to what they were a year ago (don't remember exact ranges). The current AOE is too small to provide any reliable damage. Give BB4 largest AOE, followed by ML-20, then LeFH.
vet abilities: smoke, artillery flare, -15% cooldown at vet 3 (don't bring back precision strike)
give regular shells suppression (but not enough to insta-pin), smoke would be smoke only
Make it so gun can't be destroyed while weapon is crewed, and keep the restriction on not being able to build in base.
This would greatly cut the number of shells while only slightly cutting pop cap to discourage building too many of them (could also put a limit of 2). It indirectly nerfs the counter (stuka dive bomb, IL2 precision strike) by having it affect a unit that is only half as valuable.
The idea behind this change would be to make arty useful while keeping the game from devolving into an arty battle.
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Thank you for the guide, Hector. I've played several games following this with much better results. I was way too passive at the start of the game. |
Allies won every game by a large margin.
I think we need to revisit balance - axis op anymore certainly doesn't seem true.
Thoughts?
The DLC commanders have changed late game. OKW has some cheese but all of the UKF premium commanders have game-changing cheese (air strikes, artillery) available by around 12 cp. USF has only one commander that overperforms, but I'll bet that every USF player used it exclusively in the tournament. All of this make it difficult to do the meta of a year ago of just parking a couple of JT's by the VP's with some panzerfusiliers to spot for them.
Panzerwerfers are also cheesy, but all they mean is that you stay away from heavy team builds and don't garrison buildings once they hit the field. They don't seem to lock down VP's like Calliopes do. Two Calliopes can make it really difficult to axis to neutralize and cap a VP. I'll bet that many of the tournament games had up to four Calliopes which make axis infantry play really difficult (and the 1919 being in the same commander doesn't help).
A year ago, it seemed like all you had to do was survive the first 30 minutes as axis and you were almost guaranteed a victory. It certainly doesn't feel like that now, and sometimes feels like late game is better for allies. |
Guess what, they already excel at their role, which is:
- Deny building, Cover.
- Completely render SMG play pointless.
- Hard-counter Gren/Vloks spam early game.
- Rekt OKW trucks.
/LearnHowToUseThem
Except that they don't, and if you'd used them anytime in the last 4-5 months, you would know better. They're worse than Cons in almost every way.
http://prod.coh2.org/topic/44537/penal-satchel-charges/page/1
http://www.coh2.org/topic/42537/satchel-charge-bug/page/1 |
I really liked the idea of replacing the T-34/76s with T-34/85s. With the commanders, we can have a call in of 2 T-34/76s to replace the 85s with appropriate costs and tech.
THIS
It would go a long ways towards fixing 4v4's without upsetting 1v1's too much (as Soviets seem pretty strong in 1v1)
It would also make Guard Motor more interesting if the call-in was a vet 3 T34 ace (or possibly a pair of them).
The current cost of t34's seems fine, but the pop-cap is too much at 10. |
Thread: ESL CUP 18 Jan 2016, 00:54 AM
its not fair that the ESL cup gives EU players a double chance to compete for prizes. NA players cant play the EU cup because of time difference. also this makes the NA cup extremely competitive... good luck getting in the top 8!http://www.coh2.org/topic/create/cat_id/1#
Other e-sports allow anyone to play in the regional tournaments. It'd go over really bad if this one restricted the NA cup to Americans and Canadians. Also, I live on the Pacific coast and am normally up in time to play in the EU cup (if I thought there was a point in doing so). |
Just had a game where OKW was able to use an indirect doctrine ability on my base, yet, no ability that I have (as brits) allows me to fire anywhere inside the base perimeter.
(They had the commander with the jagers and the ostwind, whatever thats called)
Why is this a thing? It's bad enough you cant send in a tank to attack OKW without recieveing damage from the free base defences, yet they can take a Luchs into your base and depending on the match, murder everything without so much as a scratch.
The center on most or all off-maps has to be outside the base. The scatter size and size of the base area can result in units in base getting hit. Some maps are really bad for this. If you don't veto Crossing in the Woods as USF, your circus tents push out to near the edge of the base sector. The USF Armor Company 240mm off-map rarely hits anything, but is sometimes funny to drop on the edge of someone's base sector if floating lots of munitions. |
The Pathing change won't be reverted, but making improvements to the Pathing is being looked at. I don't have an ETA, Sorry.
Could the improvement please be back to what it used to be? It used to be simple, if a wanted a vehicle to move forward to a target, I just clicked there. Reverse was simple also, grid keys "r" and a click. Now if I'm not careful, armor goes into battle backwards, hitting "r" causes the vehicle to waddle before backing out of a battle, often causing it to be lost. If there's any consolation, it's that a lot of other people are having the same problem. |