Honestly I think the benefits of capping units per-team in large modes might outweigh the frustration of not being able to build the unit you like. It would be annoying not to be able to build your tiger... but it would stop the enemy having two IS2, two B4, and a crocodile. Or vice versa.
The frustration would be reduced by communicating with your teammates, and coordinating as well, though obviously this isnt likely to happen with randoms. I think it might be worth trialling at least? People constantly complain that large modes devolve into arty/armour spam, and doing something about that would be kind of nice.
DEFINITELY implement/trial per-player caps though.
I think most people play team games for the heavies. Iconic units like the tiger, and i really think capping for a team would kill the game. Under no circumstance should a player be playing with only 80% of a commander because some guy who doesn't even respond to team sharted out their tiger. Team games shouldn't be fighting with the enemy and your allies and I can see people dropping if they don't get their tank |
mortars imo should be damage dealers, but not game changers without barrage.
what id like to see is a slower ROF and a widened AOE with lowered damage. basicly so on autofire they will sway fights, but not instantly win them (we all remeber those days...)
for sake of numbers, lets say 20 damage across the AOE (which would be wider) for auto fire
this means on the defensive the mortar could slowly, but reliably take a chunk of health off masses of infantry
barrage, on the other hand would be much more important. increased damage at the centre and maybe suppression (with vet?), as well as an increased rof means leading your enemy can be brutal and targeting dug in infantry will also be punishing. |
A lot of the more "Problematic" units could likely be more effectively balanced by putting caps on the number that can be on the field at one time.
I might even go so far as to suggest team-wide caps on the number of certain units. Reducing the number of Rocket/Regular artillery, and heavy tanks, might go a long way to making 3v3 and 4v4 more bearable lategame.
hard caps per player, yes. per team? no. i dont want to lose the ability to build my tiger, that i picked my commander for because my team mate sat not building anything all game so he would have the fuel to get the only one out. its annoying enough when a mate spams fuel caches and you cant do anything about it when all you need is munitions let alone locking out core elements of commanders.
hard caps on heavies have made them the best they have been in years because you dont have to worry about critical mass, ive said many times in the past other problematic units could benifi the same way. id even go as far as to limit ALL doctrinal units. would save the problems were running into now with ostroppen and ensure they can still retain flavour and balance. |
Same thing happened with OKW in the past and is happening now. Don't see the point. What is the reasoning behind the "medics are bad"?
the point is, were on life support already for coh and were wasting patching power and forum discussion on fine tuning a 3rd healing option for the brits despite there already being 2 quite decent options available.
if the game is so well off that this can be a priority id much sooner it get bumped down the line and some polish applied instead. we've got broken flavour text just about everywhere, bulletins with mis-matched icons/images/text and were here trying to get an alternative to the alternative healing fine tuned.... |
I was referring to your ability to reliably inflict crits, not avoid them. If you give a reliable or semi reliable way for a player to influence the rate main gun crits occur similarly to how a player can influence accuracy, I suppose I could be ok with main gun crits remaining-assuming there are counterplay options.
what about snares on infantry? tied to a certain health threshold like engine damage now now. makes infantry support even more valuable. say 25% and a snare can mean a busted gun |
Cold tech was a performance, design and balance problem. Many things which couldn't be touched due to limited power of mod tools.
Crits is mainly a balance problem with a slight touch of design issues. And it's not something hard to improve cause everything is already there.
My fix would have been to make it a constant but slower and get rid of blizzards. Basicly your troops just get cold and have to be garrisoned occasionally or put near a fire or suffer debuffs and eventually drop models. The idea is cool but the execution generally slowed games down
Similarly gun crits are a good addition, but could afford to be tweaked a bit |
You dont get my point concerning the cover system i made. The point is where will it end? It will end at a stale streamlined aka boring rts where everything is a certanty.
You think people will stop after removing main gun crits? Did they stop after cold weather removal or heavy engine critical or track destroyed? No they didnt, this very thread proves it.
And a good direction for the game is very subjective. I do agree it far better then years back. But the critical like main gun imo need to stay.
And still if a exeedingly rare crit causes so much frustration esp when it can also happen to your opponent why play this game? If you dont want those crits play dow 2 or 3, or c&c or star craft. They don have those feutures. It would save precious man hours not changing a great game into something its not designed or meant to be.
lots of people, myself included are already annoyed with the watering down of game features. cold tech needed a rework, not a removal and weapon crits are the same. |
id love for a volks vet reshuffle. making self heal at vet 3 again would be a massive boon to the viability of volks and mech truck |
I would sooner them be replaced with crew wounds and what not. Destroyed components could be linked to more deliberate things like target weak point or such |
Yea my point is basically all you can use is Panthers, but even that is hard give lower count due to cost and with SU-85s sniping at range and Jacksons trying to swarm. JP4 can't beat SU-85 or Jackson especially with it's mobility, which TDs are you referring to? M10?
Jp4 can and will beat allied TDs in a slugging match due to superior dps. Jackson needs screening due to its mobility but the Jp4 will absolutely whoop its ass nose to nose. |