Having withdraw orders in the ui of a unit itself is a bad idea as it is a suicide button that you can accidently click. If it would be implemented it should be a 6th commander slot like the KT so it requires 2 clicks to activate.
It's in the base UI, so shouldn't be that big of a deal. It seems like you should get a nominal refund, even if only 50 manpower. Other than that, I'll just use it as a scout because the tiny bit of vet that they get probably isn't worth as much to me as knowing more about their positions.
As a QoL improvement, would people like ATGs and TDs to have Vehicle Priority on by default?
This would mean newly built ATGs and AT vehicles, recrewed ATGs and recrewed Jacksons/M10s would all have Vehicle Priority by default so you wouldn't need to toggle it on all the time.
The only real downside is that it's gonna take everyone some time to adjust to it.
No 2 games need to have the same mechanics. As far as "retreat" goes:
SC2:
Protoss have both recall in their HQ and their capital mothership.
WC3:
All races start with a "scroll" which makes the hero invulnerable and retreats all surrounding units back to a base. They can buy this at their own buildable shop or the ones spread around the map. From which they can also buy a rod of teleportation for their heroes only.
2 races has unique rod which let's them "retreat" units back to their bases as well. One simple retreats them back and the other puts the unit on a "stasis" and regens health.
It would be nice to start with a 350mp "scroll" like in WC3. You could just teleport out when you pick a bad engagement. But this is COH, so they would probably implement a teleport crit where there is a 10% chance that your units go on vacation after teleporting home.
IIRC, WC3 has RNG for damage. The biggest difference is that COH does it on the hit, so it's all or nothing which people notice a lot more than a small variation in damage.
I had some great RNG today, so today would vote against any change. I had somebody dive on my wounded Panther with two full health Comets. I don't think my Panther or pak40 bounced anything, but he had at least 2 bounces when the Panther had just a sliver of health. Then one of the Comets abandoned and the other had to retreat......No dead Panther and a free Comet....... Map chat got really salty after that.
I'm not sure zis take a bigger hit. it is 6 man remember.
Ost hit is definitely highest because of reasons I stated, and I forget to mention allies have better LV too! Now even ukf has early RE, and aec.
Yeah this is simply bad for ost as Pak is their only 60 range mobile tank counter
Arty doesn't take RA into account, it will not affect the damage. I'm pretty sure the damage is determined by the distance from the shell impact to each model. It's divided into 3 ranges with different multipliers at each range. I think all models start with 80 hit points. The six men are an advantage only because they normally spread out a bit, so a couple models will be further away when a shell hits. That said, walking stukas still routinely wipe all six in one shot. I think Pwerfers will also, but have to be dangerously close.
If you main Ost, it will force you to be a little more careful with it, but you've got the best MG in the game to suppress infantry that go after your AT gun. If I had any worries about this change, it would be about how effective pintle mg's on tanks are at decrewing AT guns after this.
In general, v4 looks much better. I like the global smoke improvements.
Soviets are still going to have a hard time in the late game in 4v4. The ISU should have been nerfed in the same patch as the JT and Ele. Soviets don't have the freedomblob/Jackson/Calliope combo or 5-man sections/Firefly that other factions use. The new T70 feels really non-lethal. It's okay in a comp stop but feels like it won't be good against humans.
i agree.
this change sounds worth a try, but in reality it is disastrous for ost.
pak is their only 60 range mobile AT.
allies have larger squad size, higher dps, sprint.
katsuya will make easier mince meat of pak.
no good, simply no good.
This is a change to RA, not damage so it won't affect how much damage the pak takes from Katy's.
It's a larger nerf to Soviets, as they generally have worse RA to start. OKW takes a hit because the raketen has lower range and more likely to be hit with small arms.
So do vanilla Cons still lose their vet 3 accuracy bonus? They don't exactly roll over anything in the live version, and if the SVT's get too strong at vet 3 then it seems like those should be toned down instead of all Cons.
To be clear Angelus main gun crits and other "bad" RNG (main gun crit in this example) should definitly be an option in casual matches or campaign, but it has no business in ladder.
I understand what you're saying, but would really be surprised if Relic agrees to it. I had one game that went an hour on Steppes. My team lost by a couple VP's because a plane crash killed my rifle squad on a VP and they capped with an engineer. I can see why a pro wouldn't put up with that, but also would be really surprised if COH ever became a e-sport.
Crits should definitely stay in the game. ...
And whilst pak howi nerf might be good for the 1v1 side, USF will get butchered in teamgames as the paks will no longer instill fear into static units. Pak needs an accuracy nerf, not a lethality one. Otherwise why not go double mortar (cheaper) and use that. Pak already needs a lot of XP to vet up. That combined with the scott nerf is strange.
Like a lot of things in the game, main gun crits were intended to approximate something that happened in real life. Sometimes hits on the mantlet would jam the mechanism so that the gun either couldn't aim or would aim at the ground. Relic probably considers that a core feature and is likely to not approve removing from the game.
I'd be fine if autofire was removed from the Scott, pack, and ISG. They should just have a attack ground and barrage. The range for those should be further than a mortar though, at least 100 and maybe 120.
It would probably be okay if mortars kept their autofire. The time to hit is longer and they don't seem to turn into the homing missiles like the pack, ISG, and Scott.
So you're telling me on a wire, with 150 Mbit/s D/U, latency is normal when there are no players from Asia, South America, Australia, South Africa and somehow it's on my end? It can be:
A) Packets getting lost in hops from my router, through the A1 (my provider in Croatia) servers(Telekom Austria Group), to the US server
B) The network code is written that it somehow effects who connects from where on the main server. Especially if there is some sort of synchronization (because a packet, to get processed and reach the US from China, takes much longer for the whole round trip than from Europe to the US)
C) Some other super rare reason I do not know of, probably the people at Relic don't know as well.
If something was wrong at my end, I'd know of it. Tested on a desktop in my home town and on my laptop (ROG GL702ZC). Same thing.
I sometimes have the same problem when playing with people from Asia, but it isn't all of the time.
I used to have it always when using CenturyLink DSL. I think they named it CenturyLink because of the ping time.