The reward should never be strong enough to ruin a 4vs4 game by deleting every army
Obviously pro players and AT teams can counter it. But it ruins a lot of mid and newbie range 4vs4 random games. Commander needs a rework
At my level in mid tier 4vs4 (I'm not "pro") maybe one in every three times I play maps like redball. I've never really seen it do anything but frustrate players and ruin what are usually fun games until the CTP activation.
If 4 players can't defend their cut off that's on them. I play team games, and the first thing many ayers do it cache the cut off. New players will learn very quickly |
-guards
-shocks
Penal/sniper. Fighting at rangr/from cover. Elite infantry and/or Soviet team weapon will hurt them pretty good... There is no 1 solution but adjusting you strategy that is required. |
Close the pocket is fun/stupid for some incredibly delicious/annoying 4vs4 cheese, and not much else.
1. Get 3 friends and play 4vs4 as OST
2. Redball Express comes up
3. Everyone picks Breakthrough
4. Play as normal.
5. Everyone uses CTP at the same time.
6. Fireworks
7. Profit?
Waste of resourese tbh. CTP is very strong. Imo the biggest problem is everyone wants to get the whole front inside it. Even zoning 1 strong point at a time is REALLY strong. Strong builfimg/ okw sws stronghold. Cut it off and bam.... It' can be applied in bite sized chunks. The whole tactical position of the game is gone and everything is applied at a strategic level now |
I always wanted them to scale a bit better, I don't mind them being weak out of the gate, but they should have a bit more to do then be a glorified engineer that can only put down mines and hide in bushes.
Agreed. I think tweaking vet and adding an ambush bonus - even if tied to vet 1- would make them absolutely perfect even tweaking vet 1 so it's a very low requirement so y out have to "stumble" through your first ambush would be great. Aside from that imo they are A-ok
I once sggested addint a man at both vet 2 and 3 but even vet 2 alone I think I would be happy. |
To buy.
Not to reinforce or keep long term as they bleed hard.
Didn't you play campaign? They are NOT Russian and thus.*gunshot in the background*
That said, I can absolutely get behind the better VET direction as well as the ambush camo change (ambush camo should be stock on units that camo ffs) but aside from That a 210mp ambush unit shouldn't be charging enemy fortified lines and winning... |
Fuck no. Close the pocket is a template of the type of abilities we NEED in the game. They they that isn't just "hahah I have Los, they vet on this unit is gone. Gosh I'm so good!" and more with actually fucking criteria that focuses on doing something and rewarding you for it. There's isn't another damn ability in the game that has more criteria. Build a single cache and it's useless. L2p ect ect but unironicly. This ability is a prime example of risk/reward |
What about just limiting them to friendly territory? Or making it so you can't build them and cap at same time, i think I read that suggestion somewhere in this thread or another
If removing them from a few squads is too drastic, limit their spammability
I'd sooner just limiting it to engineers and cons and tommies (trenches) and ostroppen. Imo the identity fo core units had turned into simply "fights the whole match" instead of "useful the whole match" and always useful utility is just as important as combat (see ost pios). And I feel utility as a balancing feature and balancing trait underrated and under appreciated. I maintain we need an extra-relic metric to valuate the impact/cost effectiveness of combat/ utility rating of units. In an RPG any allocation of power counts regardless of combat points. That's something that has slipped by the way imo in coh. |
This is going to be absolutely nuts and feel wrong, but don't treat the partisans like normal troops, treat them like civilians that happen to have guns and are trying to be a pain in the enemy ass. If they are on the front you are doing things wrong. They are supposed to laying mines in your enemies rear. Getting a jump on vulnerable units. Using their camo and ambushing.
If your partisans are losing in a fight its entirely because you are not using them properly and picking your targets properly. Absolutely a L2P. they are niche, but they are not bad. We sure as shit don't want a fine but niche unit getting the "make them less niches and significantly less fine" approach * cough cough falls *cough cough* JLI
ambush units should be using their ambush capabilities primarily, not as a back up bonus. It's pivotal to their design. |
It´s annoying that the tooltip is not accurate enough to point that out. Would it be so hard to adjust it the same time the change arrives?
I also think spios shouldn´t get even more workload. No matter the price.
I agree with this. Overworked specialists who can't be everywhere at once doing everything they need to does a piss poor job of representing the situation of late war Germany. Why should they struggle to fortify and take ground? How is that at all either a good game play design, a good game play mechanic (um prioritizing my time and units to best reflect my playstlye? No thank you) or the faction it represents? |
Maybe look at its duration, knock 30sec off but imo muni should be just as decisive as fuel and this ability is at least defensive meaning it just buys time making it easier than ever to not get smashed by (vs the old okw sector assault thing that brought the fight to you)
Its 200 mu that isn't in mines which is huge for maneuvering. Reduce the time so it's less likely to be able to lock down territory decisively.
Or perhaps make it target one territory that gets hit by arty and mortars and the surrounding territories just get hit by mortars. Then you can still lock down an area and help the flanks but flanking is still possible. It then adds more effort to use and counteplay. |