You mean like with their Pak 43s and Lefhs that get instantly deleted by off map artillery once spotted?
Sure.
not sure what you are getting at here.
all 3 factions that have em have their static arty nuked by abilities. there are changes in place to make that very thing more consistent even.
im talking more about armoured and mobile units. the sturmtiiger being both. even if it has to lock down, it wont be disappeared like a slefh or ml-20 will. itll require a dive and the scwere can protect against that.
the thing that popped into my head was actually leigs and cut offs. being able to stop infantry requires a more commited push which means more risk involved from the enemy, which means a greater reward if you manage to fight it off.
the ST currently has 220/110 armour and 1280 hp. that means even if a "cheap" t34 rolls up on it, it needs to get behind it AND point blank to reliably pen, then it needs 8 shots to pen thereafter. i assume with the rework it would be made squishier but even brough ddown to the level of the calliope who with a chance to bounce and being a 2 shot kill has proved problematic. hell the walking stuka when it required multiple hits was problematic because even 2 hits in enemy territory can prove that RNG hates you and wants your bloodline to end...
Interesting, so we come to the badly designed FHQ in this game which could have been avoided if they just inherited the CoH style FHQs which you could decap instead of completely destroy the building.
Anyway, the solution to this problem is very simple in my opinion in that FHQs on neutral buildings are removed entirely from the game and instead replaced by structures which can be built by the player, similar to the Ostheer concrete bunkers and British Forward Assembly if it's such a problem.
As far as limited resources being time, again I doubt it would take more than around half an hour.
Hell I could probably even do it and I haven't touched the modding tools in a while now.
But in general I do agree with you that each of these updates should be treated as the last which also makes it very sad and unfortunate on the amount of things that still have potential to be used to make the game better, more fun and interesting not being implemented.
aye, there are solutions, but they are for the balance team to make, not mapmakers. at least then its consistently applied and actually made known to the player base. ive always complained about how much ISNT communicated to the players making it difficult for new players to jump in, having to guess which maps are allowed to do this or that based solely on the whims of mapmakers would make it even worse. you can only pick 3 commanders, it would suck ass for a newbie to pick one and for no clear reason have its centerpiece not work as advertised. its the sort of thing that would turn someone on the fence off assuming it was an awful bug and a lack of QQ from relic (which there is enough of without adding more intentionally)
as for only taking 30 min, my problem isnt how long it would take, but that the balance team puts work in that an ornery map maker doesnt like and thus disables meaning that it was 30 min that could have been spent on something else. its simply an issue with the inefficiency of multiple arms doing things that counteracts the efforts of each other. the balance team already has a great task ahead of them without smashing assets together to appease map makers (even great ones like whiteflash)
Well unlike the Calliope in my mind at least it would need to lock down, similar to the CoH PE Hummels and given a long delay before it can be moved it would be mobile yes, but the enemy would also have plenty of time to take it out if they find it as well unless it's extremely well protected and basically surrounded by an Army of other units, AA and so on which I doubt many people would do.
Plus you'll only ever have 1 of them, unlike the B4s of which you can have multiple.
I just don't see any other options for it to be actually useful and not a meme unit like right now just wasting a slot in Elite Armor.
i liked the idea of capping model deaths and adding suppression tbh, because okw doesnt have a hard time protecting their shit. the free utility of the shcwere combined with the high durability of the ST would be a recipe for hellish memes
I still don't see what the big deal of making it into a longer ranged Self-propelled artillery vehicle would be, even if it had to lock down or have a slight cost to it's firing ability like you said since neither of the Axis Armies have anything like that and the Lefh just gets deleted instantly just like anything else that's static.
It'd be something unique new and not so unreliable and a waste of resources like it is right now.
it would need a complete redesign, and even then im not sure a armoured mobile B4 would be good for balance, look at how much a struggle it is to get the calliope into a good place is, then you up the reward considerably.... would be brutal
Giving Partisans merge is like setting a nuke off inside your manpower reserves. Not only are you taking a squad that takes 36mp to reinforce and making it have to reinforce more, but you're taking a squad member with above 1 RA and putting it into another squad where he will immediately die if the breeze blows a bit too hard. Fun, hilarious, but an awful idea with current iteration of Partisans.
like merge proper, the point would be instant reinforcement of a squad when its needed. merge shouldn't be a no brainer, but the ability to possibly drop a squad out of thin air and merge into a very important unit (say an AT gun that has taken losses but you dont have anything nearby to top it up and also cant retreat it) should come at a premium. having the option TO do something doesn't mean you are held with a gun to your head being forced to do so. the extra flexibility COULD be useful, and that in itself opens up so versatility
So if this is true, shouldn't we use this commander patch (maybe it is the last one) to remove abilities like that from all commanders and exchange them for something else?
Instead of doing this, we are heading in the opposite direction. Ostheer gets a new transformation of garrioned building at two doctrines. That makes no sense if it won't be playable in the future.
i agree, this is the issue with outside powers deciding what is allowed in the game and not. map creators are not the official balance but we have an example of them not only trying, but succeeding in removing abilities from the game they dont want in the game. to me it would be like deciding i do not like heavy tanks so i make the entry points off map incapable of allowing them into the field. even worse howeveer is without KNOWING that FHQs (and any other abilities that require converting buildings) are disabled by an outside power there is no way of knowing. its not disclosed anywhere and appearently not known to all (as seen by this chain)
VERY dangerous precedent
This is the first time I hear of it, do you have anything to back this up this claim with?
here is whiteflash's reply to a thread that got very little traction explaining that he feels FHQ is broken so he disabled the ability to convert buildings in one map and would like to do so on all of them. he argues that you can just build the lil FHQ building but that isnt the point. balance team deals with game balance, allowing others to impress their version of balance is a very dangerous precedent
Also I don't really see what you mean by spending "limited resources", nobody is getting paid as far as I'm aware and the community team are doing it for... I guess they each have their own reasons for doing so but anyway, I doubt it would take more than half an hour to for example enable the concrete bunker to be built with as an engineer and medical station that can reinforce as well as have a FRP or something.
by limited resources i mean to say that we never know when relic will pull the plug. i recall one very ambitious balance patch a long while ago where the balance team puty in a lot of work and relic quashed the whole thing. id hate for them to waste their time as well as a window for opportunity in helping the game become better on something that a map maker with a grudge can decide isnt allowed in official map (go ham in the workshop, its there SPECIFICALLY to allow personalized balance but it has no place in official maps)
Agreed, makes little sense if what he says is true then.
Apparently this was just a quick solution at a time where it was unknown there would be any more (balance) patches to come up with a more elegant solution. I didn't even know about it until recently and I don't think Relic themselves know about it, and in my opinion it should be reverted now if possible and be balanced with different means. I certainly wouldn't let it happen to any more maps.
im glad that its being addressed. regardless of why they did it, they snuck one past the official channels to impose their version of balance. if it became the will of said official channels to disallow building conversion and did so uniformly and allowed the player base to weigh in on how they felt it would be one thing but the "quick solution" is entirely dependent on map cycles and continued support and worst of all there is no indication to the player that any map is disallowing certain abilities or even WHY in the case of ploiesti
By the nature of the ability you actually WANT the reload. Wouldn't want to pop your "do your job ability" and have it fire 3 shots and start reloading. The whole ability is basically unloading at a target and it would be far less effective if that load was only a few rounds..
Agreed.
Sturmtiger CAN wipe an entire squad and feel OP on the receiving end, or can miss the target and do chip damage after you were relying on it to get rid of a nasty vet 3 MG. I really don't get what is wrong with it and why the Avre works.
It was effective when it pierced world objects and had longer range. Not sure what happened between then and now but it's as unreliable as they come.
I'd lower its cost and pop, return the old performance and give it a munitions cost per shot. Then it's competing with HEAT shells and commander arty enough to actually warrant being good as its a choice that takes away other high impact options. A non stop wipe machine is one thing, but impacting your economy to be able to do so is another entirely. Less mines and snares means over use makes it easier to counter.
I wish something similar would be in place for the B4 as well instead of the new unreliable railway design.
These types of units shouldn't really ne in a game about unit preservation but if they are they shouldn't be balanced by the se metrics of other units. Let their impact on enemy vet be paid for by your own economy.
That would be way better. Please consider in addition changing the FoP into a forward position for reinforcement and healing that gets unlocked about 1-2 CPs (similar to soviet one) which unlocks artillery abilities if CP requirements are met. That way it would see an early use as an alternative for Forward Assembly while scaling into lategame with artillery abilities.
Not sure this would be worth the effort as Relic is endorsing map creators (whiteflash) to disable abilities such as the FOP as they see fit from official rotation maps. Doesn't make sense to spend limited resources in abilities that can be disabled if map creators don't like them.
Even with a merge, a skin replacement is needed. The partisans did not fight in their civilian or uninsigned uniforms in the regular army, but received a standard uniform.
Meh. I t would be more immersion breaking to watch them snap their fingers and change their uniform in the middle of a battle than to see them wearing civies