I suggested this one week ago but NOBODY replied to this.
If you want to be heard you have to be "somebody".
This forum makes me sick sometimes.
FYI, You don't have to be a PRO player to have good ideas.
or it could be that all the changes have people more interested in this idea now...
I think there should be a quarterly leaderboard but would like to keep all-time stats. Elo probably shouldn't be reset, as resetting it would probably make for worse matchmaking. |
This is really cool, but the sandbag change perplexes me. 110 health? A Panzerschreck does 120 damage. Sandbags can now be killed by stronger than a Light Tank gun, and even that would only take 2-3 hits. This makes Sandbags essentially useless.
Glad that Relic is listening, but think that 170 hp for everyone's sandbags would be better so that it would take two hits.
This does take a lot away from Cons, without giving anything in return. The +.07 received accuracy makes them easy to wipe, and no weapon upgrades outside of Tank Hunter make them much less usable in larger games.
IMO, it would have been better to do this together with giving Cons a universal PTRS upgrade and removing the +.07 received accuracy (and give Tank Hunter camo'd AT guns to replace PTRS). |
Cons are screwed without sandbags... Damn, they are already a drain late game, with sandbags.
Are you proposing to buff cons late game, or just take sandbags away, with nothing in return?
It's kind of sucky, that they are the only mainline infantry in the game, that have zero use late game, other than capping and building damn sandbags.
You really want to take one away?
+1
Cons already have the +.07 received accuracy, so their life expectancy outside of green cover is suspiciously similar to 0.07 seconds. I don't complain about it though because if I did, everyone would tell me to fight in green cover, noob. Now people want to complain about the green cover?
Volks get panzershreks, Grenadiers get LMG's and can use panzerfaust, rifles get either LMG's or shitty, overpriced bazookas. Cons get nothing and end up scaling worse into late game than any other basic infantry. To top it off, keeping the +.07 to merged models nerfed the one of the most useful thing that Cons did. Now, their best use is to make sandbags for other units. |
No rip to 34s cuz people will still play it despite it is a total trash. It is now a total trash statisticaly and in terms of gameplay but most played mode.
It used to be good for finishing a 2v2 if you were ahead. Now it really out to be replaced by the T34/85 in T4, and replace the T34/85 in Guard Motor with a 6 or 7 cp T34/76, buildable from T3. |
Really nice, but what is sence buffing ML-20 if it will be divebombed in next minute.
Muni on demand wasn't nerfed enough to give ML20 any longer life-expectancy. The difference is that now it will shoot 8 shells instead of 4 before it dies, taking 600mp with it.
Not sure how the rest will turn out. I like the change in price to the ISG. In addition to lowering the price, the ISG, pack howie, and 120mm should have had the pop cap reduced to 8, IMO. |
The KV2 with 320 armor and 1280 health would be a midground between the Tiger and IS-2 armor wise and have the KT's health. Also the ISU fix should be applied to the KV2 because super powerful anti-everything shells are retarded gameplay wise on long range units.
It's limited to one now, so it kinda need to be able to hold its weight against the enemy by itself.
In general, I agree but the KV2 has a range of only 40 when not set up. Its DPS is lower than OST or OKW medium tanks.
The ISU "fix" nearly "fixed" it into oblivion. The 12 second switch, combined with how badly it gets destroyed by shrek blobs make it difficult to use in larger games.
I tried Industry once since the patch and hated it. Too much fuel, too little manpower. I also don't think that Relic could balance it for all game sizes. Either it would be garden pudding in 1's and OP in 4's or vice-versa. |
There seems to be a bit of a favoritism.

Assymetric balance. The numbers still add up to 100%. |
Haha I joke. Panzerfusilier
An upgrade to rifles that would make them similar to PF's might make the doctrine usable. Combat group is too expensive, and the possibility of para's getting bazooka's make this doctrine a non-starter. The armored car didn't need the nerf, especially after the canister nerf. |
Amusing stat of the day:
The two people that said the bazooka was okay in price and performance have played a total of 14 3v3 and 4v4 as USF. They have lost 13 of the 14 games. |
Well COH.org is hosting a mentor program for this summer, so why don't you and your friend sign up? I too have found Allies to be more difficult, and I was terrible with them. I persevered and now I am definitely better and trying to dig myself out of a negative W/L ratio with Soviets.
I will say USF is THE hardest to play faction right now, because their design encourages blobbing riflemen and the buffed Axis MGs crap all over that play. Plus Stugs and PAKs with TWP chew through Shermans. I would start with Soviets go more T2 with team-weapons before trying T1 which requires constant harassment and microing of clown car and snipers.
Clown car with flamers, sniper >>>>> getting rekt by Walking Stuka or turbo mortar
I know that most people are complaining about MG42 but it really doesn't seem like that big of a deal. On the other hand, the turbo mortar with its crazy fire rate has a tendency to RNG Soviet snipers, which doesn't seem to bother anyone, even though it happened a lot more often than a Soviet mortar killing a Ost sniper (which obviously required a significant buff to be given to the Wehr sniper). |