The absolute income does not matter in the initial phases. What matters is how much more you get compared to your enemies. You can rush important points with the first 2, maybe 3 squads while your team mate or the fourth squad of yours caps the map. Most faction have a really hard time driving you out of garrisons in the first 5 min, so as long as you deny the resources you are good to go.
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Read twice initial post - still didn't figure out what kind of bugs are you all talking about? I've had some @ 4v Lienne like ability buttons of mortar and grens blended somehow. Also disappeared controls for brit sections: couldn't retreat, throw nade... nothing.
Yes that's the exact issue.
I have experienced it some time ago, but did not have issues for the last months despite playing Einhoven and other affected maps regularly. Maybe it's just a lucky streak. But only the other I think they don't happen too often anyway. Most games are still fine, although no one obviously sees the bug if it happens to someone else.
I once had the feeling though that if the bug happens, you have a decent chance of it occuring a second time in the same match |
I'd say easiest to learn is Soviets because of their 6 men squads that forgive mistakes. Then OKW, USF, OST and UKF.
To get rid of their bad habits, just play against them to crush their bad tactics and show them what big noobs they are. Don't forget to write "gg ez" at the end of the match.
But for real: If they just play for fun, let them play for fun? If they want to rank up and play competitively, then they should realize themselves that this takes learning more tactics as well as screwing up more matches because you - obviously - still have to learn. |
I write in caps because I dunno how to underline a word on this site...
(In the reply screen there is a "tool bar" at the top. Left side is standard text formatting for bold, italic and underline) |
I wasn't comparing Paras' Zooks to Rangers' Zooks. In fact, I wasn't even thinking about Paras, I was comparing triple Rangers' Zooks with PZGs' Shrecks.
I think you are misunderstanding him. Korney did not compare Paras and Rangers, his point was that elite bazookas are good vs OST T3.
I am also unsure of where he wanted to go with that, but that's how it is. |
“ITs oNLy oN vILsHaNkA” and “IT DoEsN’t dO iT On otHEr MApS”
Yet since this has become a prominent and well known topic, I’ve tried to tell people with each patch it spreads to other maps with more and more regularity.
This is a Relic bug and has something to do with the recompiling/uploading process that they do. It is only going to get worse as the patches roll out and the community works on any of the maps.
Could you elaborate why you think that there is some kind of "accumulation" over time that makes it worse?
It could be something within the Relic server infrastructure, then the CoH community could do nothing about it. If however it has something to do with properties of the map, then the only way the error "accumulates" would be if the map always gets downloaded from Relic servers for reworking, or am I wrong here?
How do custom maps behave? I don't think the maps in the workshop get compiled by Relic as well, so we should not see any error or accumulation there?
I am quite interested why you think that the issue will become worse with further patching. |
Well, I've had plenty a 3+ model wipes against sturmpios with 1 shreck. Usually late game my minesweeper vet3 echelons behind cover can't deal (4+1) with sturms rushing the cover with shreck and 3 automatic rifles. You have to retreat. And I've had (seldom) that stock vet3 echelons lose vs sturmpios with shreck (3+1). I have effectively used shreck sturms as small squads to capture loose points (close to nobody defending it). Shreck usually ensured that I don't get chased off by some light tank or sth. I don't think that sturms need any early game nerfs. They are toxic to play against as USF early but later on as an elite repair unit that can stand it's ground, it's good.
I think the power of sturms lie in the ability to chase off any assaulting infantry early on. IMHO, I've always used and seen it successfully used as a squad to help out OST set up MG in teamgames. I'd sent sturmpios with ally pioneers to a fuel point and secure it for the MG to come and set up and then go help another VP (so we control ~60% of map). Sure they drop off in direct combat usefulness later on but they were never intended as a spearhead, direct combat unit. They repair well, can stand their ground and can be upgraded with shreck, can swap out minesweeper, can wipe a squad in a couple of seconds flanking.
Sturms are supporting unit. They are intended to support and they do that job perfectly.
I am not arguing about their early game power or their late game role. My point was solely on the subdebate regarding the Schreck upgrade.
Their late game AI power is okay. For the price overall probably not that good, but they can still add to the overall push if needed. But losing 1/4 of that is quite a big deal, especially since it also increases the damage drop off with model loss. And as I explained, the damage versus vehicles is not that great |
That's a good definition for the meaning to be a poor solution. So what's the problem? pshrek on Sturm are a last resort solution.
They are not a "last resort", they are useless. They are supposed to be supplemental, but they just end up to be a burden in your build since the upgrade turns a decent AI unit into something not worth using vs infantry and vehicles. They don't fit into any build, they don't diversify the game. And they are also no "last resort" as you say, because for 300+ MP you can just get a proper AT gun. |
Single shrek was meant to be poor. It is like saying Penal AT package is poor, well that the purpose.
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Lol ok, if that's the level of debate you're proposing, forget it.
The purpose of the upgrade is to provide enough AT to deter LVs over time as well as prevent being overrun by all types of vehicles by getting a snare. I don't know what's so hard to understand about that. AT Penals, even isolated, cannot be pushed around by a LV or overrun by any vehicle.
Single Schreck squads are pretty much useless. The issue is the very high risk factor. If their first shot hits, then things might work out okay. If they miss, then good night because you might get pushed around until the end of time. Additionally, they always need support due to a lacking snare. And while the Schreck scales decently into the mid/late game, a single hit does not help you much against anything above LVs unless you can additionally snare the vehicle. The 120 damage does not replace a normal ATG shot, so you need a second hit to do anything. Now combine the mediocre performance with high cost, high reinforcement squads (that additionally do very well in the AI department, so you also have a performance loss there) and your result is a pretty useless upgrade. |
Regarding the UKF medics:
The UKF medic squad was a good try by the balance team, but it has not worked out. As long as UKFs main healing still comes from IS, there is little reason for that unit to exist. The pyro upgrade is nice and all, but very optional in the end and people still go for the healing upgrade.
Make the medic squad too good and it replaces even a potential FOB, make it too bad and no one uses it. But at the moment I don't see much of a niche for that squad. It's meant as supplemental healing because balance team expected less healing sections. The issue is: no one needs supplemental healing.
Either it takes too long and you are better off with a FOB or the healing upgrade, or the squad heals quickly and replaces both of these. Additionally, the squad is very clunky to use which would be addressed by Sander's suggestion. But this suggestion basically turns it into a worse ambulance. And from what we see with USF, ambulances are most of the time parked in the base anyway. For base healing, UKF can already build the FOB for an okayish price. For forward healing, UKF already has the IS upgrade. Despite suggesting the same as Sanders some weeks ago, I now have to admit that don't see the niche anymore for the UKF medic squad. UKF's current healing options can handle all the needs already and fit to the factions design, so why not work with that? |