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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? |
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Get back to the topic instead of focusing on a petty "how many clicks do I need" discussion. |
very little sense though
Well yes. But previously the only way you got something out of it was if you banked all resources for 2 heavies, bought one, drove it to the front to let it die instantly and then are able to re-buy it slightly quicker.
If you know focus on heavy builds you might be able to bridge the gap better until your new heavy comes out instead of being potentially forced into other tanks and break your build. |
No, why should grens be able to take on the best fully upgraded of allied infantry on their own.
Rifles require racks and double bars @120 muni 150 mp 15 fuel.
Sections require racks, 5 man, and double brens @90 muni 300mp 50 fuel.
(single bren will probably do with 5 man fighting from heavy cover)
To beat stock lmg grens.
Neither of them have grenades at this point.
Sections dont have snares either.
Making Grens go toe to toe with the best of allied mainline just like that is a joke.
The problem with that comparison though is that it only held true if USF/UKF would pay for their plus and the side techs come in addition to that.
At least fuel wise, this is not the case if you consider both full tech and the required tech cost to medium. MP wise there is also not a huge difference iirc, although MP economy is quite a bit more variable.
Those 1:1 comparisons (as you also did in your second post) are not bad by default, but the way you did was neglecting the whole context around the units, faction design and you also left out the advantages of USF/UKF over OST to skew it into OSTs favor. |
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That's actually the first time in CoH2 history this bulletin makes any sense at all. |
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I am not sure about this one, but given that the cooldown was introduced very recently in the last patch but the bulletin is years old, I do not think that it works anymore. |
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I agree with OP (and Sander in different threads):
The next patch if we get one should focus on cleaning up a lot of the dirt that has been piling up bit by bit through the years: text strings, some bug fixing whereever needed, consistency regarding abilities and the general communication of the game with the player.
There are so many things that got overlooked (like the stuka 0 penetration that is currently being discussed) or not touched at all because of more pressing issues. And veterancy is quite a big part of this, both regarding requirements and bonusses.
The only balance things that should get touched are probably OST grenadiers and USF late game artillery (not sure abiut the last one though). I think the rest of the game is fine for the most part and can wait with tweaks. |
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I don't think this would solve much.
Just looking at the damage does not tell you much, you'd have to look at the AoE profile of the rockets. It does not help if the first rocket deals only 75 damage if the model likely receives the missing 5 damage anyway from another rocket.
Also I think the phrase that it 'always wipes' is an exaggeration. Apart from super close range Katys and maybe the Calliope, all rocket arty have decent delay to allow for dodges to not get wiped. |
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I'll make a more detailed response later on. Overall these would be very good changes.
However I am not sure about some of the OKW ones. For example the OKW P4: Currently there is a clear trade off: You get a stock tank with stats like a premium medium, but have to pay more and wait a minute longer. Now I understand that you are directly trying to target this. But in the end OKW gets a normal medium but, unlike all other factions, would be able to make it scale better into the late game. There is no trade off anymore. You get a normal medium tank "early" AND get the premium version a bit later. Also it would make the faction even closer to OST, which I find generally not that great. Maybe other players can elaborate if OKW really has such big issues due to a late medium tank, from my experience it was not too bad but I mostly rely on 2v2 and 3v3 games.
Second: The OKW BGHQ tech rework. While the idea is very similar to what happened to USF teching, it would bake OKW teching a real clutter. Build the truck first, then build the BGHQ, then medics and upgrade. Then you build the next truck, select base Schwerer HQ, upgrade that one and finally you get tanks. That's actually getting close to OST levels in terms of clicking to get somewhere. |
Someone has the correct stats for raketens time to shoot? Because i do feel like i takes years to deliver atleast one shot before a tank starts rolling over it
The initial shot can have a lot to do with the horizontal tracking speed. Usual ready aim times for vehicles is 0,125 seconds, not sure about ATGs. The time for the first shot really depends on the situation, hard to make a generalized value.
Apart from that:
avg reload: 4,05
ready aim: 0,125
wind_down: 0,5
Together with the correction value for used stats it should be a total reload time of 5,05 seconds. |