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Has the bug been fixed where the icon (or effect, unsure which) remains on sections eventhe ability has long ended?
When I used it a couple of times in 4vs4 game the icon was fixed after the ability run out |
Bad change imo...It also takes away decision making which is generally a bad thing imo...
Healing might be a "bad change", but it seem "inevitable" to me after the Soviet and USF tech revamp changes.
...
C. The Schreck change will make the Flak HT overpowered. ..
This this more of problem with AAHT (same applies to USF). Since these unit come explosive weapon the combine both supperior and damage to supperion units forcing retreat.
This could be fixed with 2 different fire modes, one suppress but does little damage the other does damage but does not suppress (in the case of USF AAHT it could fire the hmg or the cannon)
...However I think Ostwind and Hetzer rushes are too quick atm...
My suggestion would to make these unit call-in (or built form base) with CP so that they can not be rushed but that are available even if T4 is destroyed.
In the case of the hezter I would also suggest moving DOT an ability as see here for the UC
https://www.coh2.org/topic/106380/initial-vehicle-adjustment-ideas/page/1#post_id832718
(moded by Aegion) |
One could also add "new" PTRS unit is T1 designed it accordingly.
One could even take to so far and make Penal Doctrinal and move the to NKV commanders.
So that there "shock army" commander that come shock troops, "Guard army" commander that come guards and "NKVD" commanders that come Penals |
There is already a UKF feedback thread.
Thanks for the info, now pls test the ability and provide feedback in any thread you like. |
The new patch sees a fix in an ability already in game:
- Hold the Line should now trigger on friendly sectors controlled by Allies
- Hold the Line now highlights sectors for all players when active
For those not familiar with the ability it is CP 8 cost 250 munition and :
"-20% received accuracy to all squads in a friendly sector. After about 20-30 seconds, the RAF will send a plane to attack each individual enemy unit. For example, if you enemy has 10 units in your front-line sector's territory, then 10 typhoons will come to attack each individual enemy unit. If the enemy units remain and continue to loiter around in your sectors, then more typhoons will continue to make single passes at individual units until the sector is clear, your front-line territory is lost or contested, or the ability duration runs out."
Pls test the ability in preview mod, now that it is fixed and provide feedback here. |
I've thought about a similar approach myself and I agree it is a more wholesome solution to fix T1's AT problem. The PTRS upgrade for Penals always felt a bit shoehorned into T1.
Balance wise, it would have a much greater impact than improving the PTRS upgrade on Penals. T1 would have access to more sandbags (and other utility) from the PTRS Conscripts. Penals would be able to focus fully on their AI role. Giving AT satchels to all Penals would also be a big (maybe unnecessary) change. T1 would be played very differently from now.
It's an interesting idea that would definitely be worth testing, but it would require further finetuning like Vipper said.
Yes, Penals need a clear design on what their supposed roleis. The rest can be fine tuned.
One also has to keep in mind that Soviet have a plethora of doctrinal units/commander that with some tweaks could be sued to cover T1 AT requirement. For instance there could be some commander that provided normal alternative ATG (zis or 6p) so that one could create strategies around them.
(for instance the Partisan commander could have access to "stolen" paks) |
Interesting direction about moving PTRS to Conscripts. Although it might need some fine tuning it superior to the current state of Penals. From design point of view it never be about one unit or the other but about synergy. (one could also add a separate AT oriented unit at T1)
Zis barrage needs a longer CD for sure.
SU-76 acceleration is already superior to that Stug III and so its rotation, have you tried the unit in patch with changes in cone? |
Paks, raketen, JP4. It's not a question of how to counter, but what is on the top of the food chain. You can't deny the fact that not one tank can harm elefant at any distance reliably. In teamgames, Elefant, Jagd and ISU152 reign supreme.
Frontally FF with tulips/Pershing with AP/ISU with AP/M36 with AP/SU-85 vet2 will all damage the Elephant reliably.
At side/rear armor all tank will harm Elefant reliably.
ISU152 deserved a nerf in rear armour, not HE range. HE range maybe to 65. In the end, couldn't care less since nothing will change. Whereaboos will screech that the HE is still OP, and the ISU will get nerfed again and Panther buffed.
Question for you: You're playing soviets, how would you counter a supported elefant in 2v2 and 3v3 vs a really good player?
smoke,Ram/ off map, mark target, ISU AP shot, Artillery, AT infatry (partisans, PTRS conscripts, AT satchels) or simply ignore it and move on another side of the map until the Elefant and its support can arrive.
But I am pretty sure that you can ask for advice from better player than me. |
UKF
Stock units:
Company Command Post
Centaur:
The mobility buff are not bad but now it has far superior armor than the Oswtind with a similar price.
Another issue with the unit is that with cost of 320/100 the gap with Cromwell (340/110) is very small and since the bofors is not always available it might not be an attractive alternative.
Suggestions:
Lower the power level of the unit and balance it around 80 fuel price. Increase build time of tech research time to delay the unit.
Change vet bonuses since the vet 2 mobility bonuses is probably too much especially combined with "war speed"
FF
Suggestions:
Fix the "mid" range at 30 as most vehicles instead of 45.
Replace the accuracy bonus with a penetration one.
QF 17p
Unit arrive too early should be move.
Suggestions:
Lock unit behind Anvil/Hammer.
Experimental:
Lower range 60, lower cost/pop.
Allow a second upgrade similar to mortar that bring the unit to current performance.
Hammer
Heavy Gammon
Move this ability to sapper with an upgrade to heavy sapper that includes the armor bonus.
That would help solidify "heavy sappers" as an offensive upgrade while removed a anti building weapon from unit that should not have like a mainline infatry.
Comet
I am against the fuel increase in Comet's that will only have an small impact in 1v1 games. The problem with Comet is that it shut down T3/PzIV units while at the same time it shuts down ATG with warspeed, WP and Grenades.
Suggestion:
Revert Fuel or even lower Fuel price.
Solidify Comet at Premium medium tank without the ant ATG capabilities. Remove WP and grenades increase AI of mg as needed.
Anvil
"Heavy engineer"
The combination of increased repairs speed, armor (combined with small target size) and Lmg that takes no weapon slot is simply too much.
Suggestions:
Lose the combat bonuses and make the upgrade cheaper.
or
lose armor and upgrade now give a combination of rifles and LMG taking up 1 weapon slot.
Churchill
The unit is receiving a triple buff for no good reason (commander/ROF/Pop). This unit is very durable while it has damage out put similar to Cromwell, it comes with a number of gimmics with abnormal stat (rear armor, mobility) and imo is is simply too much. It should be redesigned (as it in real life) as a unit that can take punishment but relies to synergy with other units.
Suggestions:
Reduce acceleration and rotation to the level of other heavy tanks reduce rear armor by at lest 20. Remove vet mobility bonuses not fit for a heavy tank and add armor/HP bonuses (reducing bases stat to reduce shock value)
Redesign the unit as AI oriented with by reducing penetration and adding WP/Smoke shell.
Increase synergy with infatry by changing the smoke ability to work like in real life and in game provide "cover status" like commandos grenades.
Adjust price if needed.
Doctrinal Staff
Valentine Mk IX
Remove shared veterancy since other command vehicles do not have it either.
Experimental:
Move barrage to assault officer and the unit to special weapons.
UKF M3
This unit is extremely badly designed (with ability to give weapons to teamates) and need some changes
Suggestions:
Lower CP to 3 as M5.
Lower cost to 250/20 since it inferior to M5. Now can upgrade to 50/15 to provide weapons without require to unlock weapon in base. The change aim to make unit cheaper when used as transport.
Experimental:
Unit can now set up and owner units can move to it to equip Vicker-K or completely remove the mechanism and infatry have the option to upgrade with Vickers K.
Hold the line
The ability is broken in large mods while hard to use in 1vs1.
Suggestions:
Redesign the ability. Ability now available at CP 6, now cost 80-120, planes replaced by a single loitering plane on the sector activated or airstrikes completely removed removed. Defense bonuses stay.
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Try those units against a supported ele. These equal fuel/popcap match ups almost never happen, an ele is never alone. If it is its a player problem....
Not everything is about units in a vacuum...
I am simply responding to your claim that "allies have better stock heavy td,s wich get their asses kicked by ele and jagdt" and pointing out that pound for pound Elefant lose those TDs. Once could make that claim when Elefant did 320 damage but that is not the case anymore.
Now think about the other way around and lets say Elefant gets nerfed and it can no longer win vs allied TDs frontally. How is factions Axis going to counter all the "better stock heavy td,s" allies get?
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