I would evolve option 2 in a system that lets mappers create a small "bubble" of no-go zone around certain objects. For example on the edges of buildings or fences, to prevent an infantry unit from clumping up while going around the corner. The bubble should force them to make a wider turn, in which they would be able to keep a more spaced out squad formation.
I don't really agree with option 2 as it is, as it would be very unintuitive for players and it would take away a significant amount of skill. It sounds like retreating would become too easy. Knowing your own and the enemy's retreat paths, not overextending the wrong way or securing your retreat route should be a part of player skill / knowledge. I think the worst offending retreat paths (for example Lienne Forest west to east retreat) can usually be fixed with some map adjustments. |
Unless you can differentiate between sandbags heavy cover and regular heavy cover, which you can't, increasing certain weapon weapon damage against heavy cover is a bad idea. Regular heavy cover is not an issue at all, and as it's part of the core defining gameplay of the series, it's not needed/desirable to nerf that in the progress. The sandbags target size nerf exclusively nerfed sandbags heavy cover only.
There's also the fact that there's usually up to 4 mainlines building sandbags, which is where it becomes an issue, and one light/medium indirect fire piece isn't going to counter all of that. As opposed to multiple AT weapons / tanks, that can.
Plus the fact that light/medium indirect fire pieces are already very good and cost efficient units in the more clumped/static teamgames and there's no need to buff their firepower any further. |
Pyro grenade requiring LOS is an unintended bug that will be addressed in an upcoming hotfix patch. |
How is it not punishing for a clown car to just dive carelessly that's my point. As I have said I could move it away to my base but I did not, to show how you can easily play Clowncar+Penal or Flame with little risk high reward play.
What? If you had just driven the Flak HT away rather than deliberately getting it killed you would've proven the exact opposite, as the enemy would've lost their M3 in the dive and some Penals too just for some repairable health damage on the Flak HT (high risk low reward). This is like driving your Tiger II ass-first into a bunch of AT guns and then saying that its durability is bad. |
But that ability makes no sense because you won't build your immobile 17pdr behind a shoot-blocker to only use this ability from then on for 60mu each time you use it. You'll always build it with open shooting field
There's not a single point on any map with 80 range of open space in all directions. You usually build a 17 pounder in a spot that has plenty of direct LOS, but there are plenty of cases where the world piercing shots ability can come in handy because the enemy is on one of the flanks or whatever, behind shot blockers. Most maps are designed to have big shot/sight blockers to divide up the open spaces specifically to limit the effectiveness of long range direct LOS weapons, where world piercing can give you an advantage every now and then. |
but they balance the game just for those top players in 1v1. They're not balancing for the good of the rest of the player base, who primarily play teams.
The majority of the balance team consisted of teamgames players for the past 1-2 years, and about half of the team before that, and we pushed a lot of changes specifically for teamgames in the last couple of years. And, more invisibly, the teamgames members also blocked a lot of 1v1 changes that would've negatively affected teamgames (and vice versa). It's a myth that the game is being balanced for 1v1 only. That hasn't happened for years. |
It's BARELY worse than the 42/.50 cal. Sanders tests from a while ago showed this, Im trying to find them. Don't remember if the dshk was included
Yeah, it's basically just as good as the HMG 42 at suppressing. 0.2s difference is hardly noticeable ingame. And even though the .50 cals suppress in 0.75-1s at mid to long range, arguably the Axis HMGs are better / more reliable overall because of their wider arc and longer burst durations. Especially the M2HB can have issues "choking" with its short bursts and not suppressing in time when the enemy is moving past some cover.
The only real downside of the 34 is its low DPS, but that is by faction design and can be solved with its vet 1 ability. And you don't get an HMG to deal damage anyways.
I would have liked to experiment with the HMG 34 being behind an SWS truck rather than an HQ conversion, simply to increase build diversity for OKW (not as a necessity), but it was not to be. |
And whose fault is it that Andy was the only person involved? I have been saying for about 6 years now, someone in management at relic is a moron and we all suffer for it
I take no pleasure in pointing this out. I am just trying to help you guys see the world as it really is. Will that be a RED pill or a BLUE pill?
See what though? That Relic is a company like all others, set out to make a profit, and unlikely to invest major resources into a 5-6 year old game that barely brings in any revenue anymore? We should be glad that they even agreed to letting the community manager divert some of his time to do a bunch of community patches on the side imo. |
be okw player ---> lose panzer HQ ---> get command panther and stay in the game anyway
many such cases...
Eh, the Command Panther requires T4 deployed, upgraded and alive for over a year now. |
How is Relic even going to finish Coh3 when it takes them 4 months to post a map patch that literally takes a day or two tops to make?
You're comparing the results of a skeleton crew (basically just Andy) with barely any to no dev experience, working through clumsy channels and multiple timezones with a volunteer community team, to a fully decked out in-office dev team. And you're ignoring all the things that go on around the release of a patch, such as internal and external (like Microsoft) checks/varifications, or testing, etc. that take up a lot of time on top of creating a patch itself. |