Let me guess:
Engine wont allow for such a change, will it?
ALthough... I have an uncertain, faint (and possibly false) memory of seeing a video of a mod where the flags already were only visuals rather than objects. So perhaps they just forgot to implement it...
Also, dont expect it would help too much, this is CoH. One might make a map bein a plain, flat, object-less square and the vehicles would still move worse than a sub-marine on a highway |
Blobing with Brits is totally not worth it (unless you are CaptainSPrice, then you can make it work)
Cover bonus, lowest on the move accuracy, costly and face MGs that can actually suppress, (although the 34 often screwes up)
Getting 2-3 IS and synergizing with the rest of the units is always the better option |
Creative idea here:
Scope for a Cons Mosin - unlocks an ability to snipe a soldier for small ammo fee (CoH1 brits had this thing)
Alternatives:
Or Sawed-Off Mosins, although the overlap with PPSHs would be huge
BTW Am I the only one who would take current conscripts over penals in most situations. One way or another, its always the flamers, snipers, guards and T70s doing vast majority of all the damage.
So you might as well shield them with a relatively cheap infantry that has weaker but more reliable snares combined with sprint
And dont even get me started on how terrible the Penals PTRS are
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Lol
Half the player base (includin me) would gardening riot if such a mechanic would exist.
That thing is wipey enough if they stand in the retreat path |
Looking forward to anything we might see
Just hope that they make/start using a new, very flexible engine first
Ive heard a "cant be changed- hardcoded in engine" far too many times |
Earlier arriving Obersoldaten would certainly not be OP, unless they would also get lower vet requirements
Sure its a strong infantry, but it also mean two less volks squads
And they get countered by: Snipers, MGs, Indirect and Light vehicles |
Ive heard that it has the same damage as other mortars but a higher AoE (not sure about this)
It also obviously has lower RoF, but higher range
Also it seems to have awful accuracy (also not entirely sure about this)
All in all, its well balanced anyway Id say
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Id say it needs quite a few nerf-buffs
Something that would make it more based on options and synergies, rather than extreme raw power (of economy/nubmers and utility)
Got a few ideas, gonna write them later and keep updating the list
Sturmpioneers starting with MP40s, gettin a free upgrade to STGs after the first truck is on the field. Also some small buff to combat/durability with this upgrade, to stay relevant after first 2 minutes
(The ability to rush opponents fuel while theyre gettin their first unit up is cancer)
Kubel should have higher survivalability (armor and/or health) in exchange for a huge DPS nerf
(being a scout and capper, it would make more sense)
Raketten needs better survivalability (lower RA or five men crew, and much better spacing), camouflage should make it immobile- the sneaky assasinations have to go. Also, vehicle prioritization when garrisoned
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Yo guys, I have a dope idea, lot of people say that ambulance cost is pretty expensive and you lose it pretty easily to base dives. Okay, the idea is the next one:
Give medics 3 levels of veterancy:
1- level increases squad size to 4 medics (?
2- Faster rate of healing (?
3- UNLOCKS THE SAME ABILITY THAT THE AMBULANCE HAS TO HEAL IN AREA (could be at vet 2 also)
EZ
If we had a mechanic of gaining vet by healing, this idea would have been great indeed
Right now, it would be better to skip straight to the area healing
Oh wait, someone already mentioned this |
Could you guys maybe change PACK howi already?
T0 mortar makes it irrelevant, so does T3 scott.
Could you just remove auto fire, increase barrage shells to 5-7 and make it into a proper USF mobile arty this way?
Obviously, barrage performance would be as it is now, just remove auto attack and add some more shells so its worth considering the unit, adjust cost if needed.
It would finally provide USF a cooldown only, non doctrinal barrage weapon that all the other factions have that wouldn't be awkward major arty.
PACK howi atm is not needed and irrelevant, 2 more cost efficient units make it irrelevant and it doesn't serve any unique role in USF army.
End quote here
Nope
Pack Howie is much better than the mortar at killing and doesnt spend most of its existence repositioning and retreating, unlike the mortar (due to its range makin it a direct fire unit)
It also doesnt burn 75 fuel, delaying an already late-ish arriving armor quite significantly
But then again, the proposed redesign might make it even more interesting
Also completely agree with the unqouted lower half of your post and I dont bloody understand how does anyone think that this is ruining uniqnes.
There is no other faction whos teching system works like this.
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