Mortar Pit
Garrison bonus changed from reload bonus to -25% barrage recharge
Worthless - aka Working as intended.
I've had several 2v2 and 4v4 randoms that went south after UKF teammate decided to build emplacements. When I tried to get one to stop (after 5-6 emplacements destroyed) he protested that "It's a core feature of UKF."
Slightly off topic, but similar subject, the new Bofors can't protect itself even from infantry now. They put up smoke, close in with a couple of Pgrens or Pfusiliers, attack ground for a bit and the Bofors is gone. It's also been nerfed to uselessness. It would have been better had the balance team just removed it from the game. |
The sprinting medics were enough of a change to help with them chasing models around too much, reducing the range so much is overkill and creates more issues for people than it fixes in my opinion. There are times when you can place it right up next to your main HQ and if the angles are bad/awkward the medics will ignore units that retreat to the far side of the HQ. Doesn't seem to affect Ost medic bunkers, something to do with the starting point of the 20 range I assume.
Even on 2v2 maps where your bases are apart, I can no longer place a Battlegroup to both heal my units at HQ and heal a carefully placed LEFH.
Playing against an enemy who likes to shell/rocket arty your base after a big retreat? Enjoy losing even more squads due to having to stay clumped up even closer to your healing tech.
I've had this happen a couple of times now, which doesn't happen with an Ost medic bunker. They also retreat and don't heal sometimes, even with the medics really close. |
Global upgrades are anathema to mixed compositions.
Making Conscripts cheaper won't fix the fundamental design problem with global upgrades. Conscript upgrades are only cost effective if you build several squads, so there's little point mixing them into other builds.
Why would people build Conscripts when they're rewarded so heavily for not doing so?
Con squads have some utility so that it's worth it to build 1-2 squads in most games. They can help keep other units in the fight or get back in it faster with merge. Sometimes I pay the sidetech costs, sometimes not. It would be nice if you got the sidetech free with T4. That would help those of us that just want a couple and aren't going to spam them. If you are then you'd probably pay the cost earlier to upgrade.
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The lazy implementation is just asking OP to have a dice right besides his keyboard so he can roll whatever faction to play.
The point of random should be both to shorten up queue and improve matchmaking by actually finding the most suitable opponent possible.
Example: say your best faction is OH, followed by SU and then OKW. If the best closest match up is against someone who is an allied faction, which in turn is worst than you, the game should probably put you as OKW. If he is better, OH.
This is probably correct, but also why coding it could turn into a nightmare. In a random system, the matchmaker would now see you as five different players. Also, if you want to queue 2v2, 3v3, and 4v4 at the same time, you would be fifteen different players.
IIRC, players had a separate ranking for random automatch, which would make matchmaking simpler. |
Exactly. The only thing you could do now, is brainstorming how a random matchmaking should look and work towards future CoH3.
Having a random option should also help towards matchmaking.
Instead of all the complexity of having the computer have to look up multiple loadouts, all players randomly selected as Soviet should be randomly assigned Tank Hunter Tactics for their commander. Would be great.
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What distrofio said, plus:
Your poll is flawed. Most people would say that they're overperforming but it isn't just a matter of price. Check out the other threads. |
Not sure if this is related to the patch, but medics on OKW Battlegroup sometimes don't heal injured troops even when truck is next to base. I end up having to move infantry to other side of truck to get the medics to heal. |
Big no to OP.
Not sure why this is a thing.
"As having more than 9 decks, having too many buttons would confuse people".
What's the button for AT nade assault and molotov ?
AT nade assault replaces the normal snare. I think it's the detect armor ability that replaces the molotov. I do wish they would've just used the middle buttons instead of replacing the original abilities. They end up pretty gimped so you often end up using only 1 or at most 2 squads as PTRS cons. I do think it would be okay for the PTRS cons to get the 7 man upgrade. PPSH cons would be terrible to play against if 7 men. |
The balance team publicly stated they like USF faction. As simple as that. Nobody votes them, they do whatever the fk they feel like. We get the patches free so we can't really complain either.
Paranoid much? The balance team, that you think favors the USF, badly nerfed the pack howie (mid-game crutch) and slightly nerfed both late game crutches (Scott and Jackson). Riflemen did receive a small boost to their short range dps which would help a lot in 1v1's where there are usually multiple small engagements but help less and less as the number of players goes up.
As far as the 50 cal goes, it's okay in terms of damage but not really that great against multiple squads. There's a whole thread already about MG performance that started with actual tests. |
Had an opponent use the Pack howie in a match on Rails and Metal today. In 14 minutes, it got 8 kills and was Vet 2. The 8 kills cost me about 208mp. He got his as part of a air-dropped combat group so it cost him 125 to crew it, plus 80(?) munitions and 168 in upkeep (roughly). It did force several retreats. Seemed like it missed stationary targets about 30-40 % of the time, did a little damage about the same percentage, and hit hard once in awhile.
It might have looked better had the match went longer but during the time he had it, it seemed like he would have been much better off with a cheaper .50 cal. I didn't have a lot of weapon teams so he mostly had infantry to shoot. |