This unit has massive armor and health then let's make a use of it
I've seen several people post this. Yes it has a massive amount of hitpoints (1280-1440), but the armor is nothing special. 220-242/110-121 front/rear armor is bad for a heavy vehicle. For comparison, the AVRE has 290/180 armor.
When doing balance comparisons/reviews, its armor is definitely not a factor to take into consideration. It won't bounce much. Its durability comes mostly from raw health. |
LMG Obers only have one automatic weapon [...] Atleast 50% of their overall DPS relies on the MG34, so they're not as bad as Fallshirms with an entire squad of non droppable FG42s that are not hindered as much by any squadmate dying.
Ironically you couldn't be more wrong, because you reversed the DPS concentration advantage.
Falls are worse off here because they lose 25% of their DPS with each model drop when fully upgraded. So if they are down to 2 or 1 models the squad has only 50% or 25% of their total DPS left. Meanwhile Obers, with most of their DPS concentrated in one weapon that is transferable, always keep at least ~57% of their (max range) DPS down to the last model. Even if both squads drop only 1 model, Falls lose 25% of their DPS while Obers lose only 15%. Obers DPS retention is better. |
Just give the Achilles some add-on armor on its model and it could get similar frontal armor stats as the BP
Sure, just gotta weld on basically another tank to the front armor. Yes the Achilles could be added, but not as a replacement in the role of a generalist heavy tank. That makes no sense. It was a lightly armored open top tank destroyer. |
However:
21-07-04 to 21-07-17
Top 200 4v4 win ratios
UKF 29.2%
Soviet 33.2%
USF 38.8%
Ost 62.7%
OKW 69.1%
You're looking at a super small sample size of 150 games here, which is not conclusive data at all. The data from these small numbers of games swings wildly. For example 3v3 top 200 with 277 games from 16-06 to 18-07 shows the complete opposite with Allies on 60-64% wr. The data only starts being reliable at sample sizes of like 3000-5000 games minimum. |
like the AP rounds that lets King Tigers 2 shot Tank Destroyers (If I'm not mistaken)
Not quite, it gives the Tiger II 240*1.3=312 damage per shot while TDs and medium tanks have 640 hitpoints. |
it should take resources to recrew them -both repairs and mp/fuel
Honestly, unless you make it cost 70-90% of the initial resource cost, being able to recrew enemy vehicles just swings the game too much for an RNG mechanic. Recrewing enemy vehicles on the spot and then have them perform regularly hardly makes sense logically/historically, it would take time to figure stuff out and get used to.
At worst, captured abandoned vehicles should also have significant combat penalties like -25% to -50% of everything (mobility, reload, accuracy, etc.). Again as a means to lessen the impact on a game.
But I'd rather just see recrewing removed in total. I think it would be better if abandoned vehicles simply couldn't be recrewed anymore but instead could be siphoned/salvaged by engineers for some extra resources (in CoH2 terms maybe 50 ammo and 30 fuel tops). Make the process take quite some time so the wreck has to be properly secured first. On the front lines this would still have the desired effect of creating a random and sudden extra objective to fight over and secure. If it happens behind your/enemy lines then you or the enemy are/is lucky, but a relatively small amount of resources isn't going to swing a game. |
As to what i expect? Well, confirmation that they have in the sights many QOL things for the multiplayer mainly. Even if they don't have anything to show up atm. Just like what they did with the mention of keybinding.
I see. All I can say is that Relic is taking this players approach very seriously. I made the case for side armor myself two years ago, with a lot of others backing it up, and they decided to put it into the game as a new major feature. So I expect many issues that have been or will be brought up will be addressed. If you want to see certain things make sure to leave feedback or suggestions on the new CoH-Development forums. With what we've seen so far already in terms of improvements/overhauls (garrisons, side armor, resource system, etc.), I am confident they will tackle (or at least attempt to) as many player grievances as their budget allows. |
Obviously they don't need to re-invent the wheel, at least in terms of the base gameplay but this recent demonstration didn't hype me that much.
I'm not really sure what you'd expect. The core gameplay has already been established and perfected over the first two games. There's really not much more to add, or you'll risk ending up with more Blizzards. The only thing that a sequel needed to do is combine the best of both (resource system from vCoH with flag capture system from CoH2, etc.), tackling the major issues (garrisons, faction tools, etc.), and polish up the things that didn't work too well (side armor, pathing, etc.).
And CoH3 seems well under way to doing just that. |
We have seen a lot of standardization in the last years of patches and Relic was okay with that
Gotta keep in mind though that the standardization is something that sadly just isn't avoidable because generally we can only tune some numbers. If there would've been a proper dev team working on it, many of these changes could've been done by more creative reworks. New techs or units filling up gaps, etc. Basically if Relic is full on working on something, they can do whatever they want. The standardization is not a new creative direction or anything. Although I'd also hope they have learned their lessons from WFA and UKF releases lol. |
Yeah it's bizarre how this ability has been so worthless for so long. The massive received damage bonus is the weirded thing about it. It makes it a big noob trap.
How is it weird? It's exactly what makes it only usable from an advantageous position (starting from far range, behind cover), where it can work quite well, instead of spamming it whenever. Otherwise it could let USF win every engagement in the early game. It's not a fantastic ability, but it does work in the right circumstances and there is a good reason as to why it has been restricted. Though I wouldn't mind looking into making it scale with veterancy. |