ur logic is the minus starting fuel is not changing the cost of fuel of the tech right ? then bringing it up to other faction lvl should do nothing by ur logic right ?
if the minus 10 fuel is irrelevant why have it ?
You're absolutely misinterpreting what he says.
There is not much reason to add truck cost and the less starting fuel.
What counts is the fuel you need to gain until you can tech up to a certain unit, in our case an AT gun.
Now, what's the difference there between the factions? |
people always forget that OKW starts with -15 fuel (soon to be -10)
Yes, but they usually also had a stronger opening which basically negated this disadvantage as they are usually able to hold more territory points in the first 5 min than their opponent.
We still could buff med base by giving it the AT gun.
EDIT: And what sky said. OKW can tech up at a very similar timing as USF |
then what about a clone of the zis ? make it come after first truck call in so it's even more expensive than zis tech (25 fuel vs 10)
or a clone of the usf after tier truck call in ? (always 25 fuel, a bit cheaper than usf but no free officer)
or a clone of the ukf one always after first truck call in ?
Trucks cost 15 fuel.
But apart from that, it doesn't make a big difference at that point. But why not tie it to the Kampfgruppen HQ? USF stats, Kampfgruppen HQ. So OKW has an AT option in both T1 and T2, would also buff the med base. |
I have a question.
If a teammate wastes all his units and goes afk.
Is it okay to destroy his base?
Why would you do that?
If you want the game to be over either drop or just tell the enemy that they shall destroy your base buildings and stop fighting. |
the molitov of snares...
The long wait does lead to some strange animations - like the AT nade appearing as a guided missile that hits at a really long distance, and often not hitting until the target tank has backed up enough that it doesn't have to worry about AT guns.
I think the problem also amplifies itself. The long animation means that the model shooting the AT rifle grenade is more likely to get killed in the meantime, which restarts the animation.
The P4 does have decent AI capability, especially with the pintle MG, so killing 2-3 models of a 5 man Riflemen squad is not that unlikely if there is a little bit infantry support. |
That information is inaccurate:
PM-42 82mm Mortar
The PM-42 Mortar will now have the ‘Flare’ ability at Vet 0 to provide vital scouting information and to give the Soviet mortar a more utility oriented role when it is deployed.
Flare ability no longer requires veterancy 1
Veterancy 1 reduces Flare recharge by 25%
Thanks for the correction. I probably mixed it up with the 120mm mortar, which (if I'm not wrong here too) still requires vet1 to flare. |
The problem is not the crit rate. AT rifle grenades takes years to launch, (OKW Fusilers also suffered), and most Axis tanks get blitz after vet1 making the situation even worse. So in many cases, when this grenades hit the tank and crit the engine, that tank may well have drived miles away and leave the dead zone.
However, I don't think its a big issue because Jackson is the most efficient mobile TD.
+1 on this. Riflemen AT nade could use an animation speed buff. I regularly check if the animation has bugged out or if it is still running after activating it.
Just two days ago I tried to snare a standing P4 when my Rifles where really next to the tank. The P4 was almost in the fog of war when it got snared.
It also puts your Rifles at risk since they need to stand still for so long
|
2V2 with a team mate is very stable apart from an occasional bugsplat.
Community management would be nice, at leasta report system should have been implemented years ago. But we did not get that. And we also won't. I highly doubt that Relic will put any more effort into this game than maintaining servers for the community. CoH2 is just too old now |
I agree on OKW and UKF flares, but throwing the SOV flare in there too is a bit far fetched.
It requires a vet 1 mortar in range, so it can only be deployed on the front line and you can counter the strategy by wiping the mortar with pushing it or artillery. It also is a bit more micro intensive. OKW and UKF flare is just a two-click ability and you see what you want to see. Nothing else involved.
EDIT:
81mm SOV mortar (standard version) does not require vet to flare, 120mm mortar does need vet 1 |
I really don't like the intended changes on the Raketenwerfer. While the patch all in all adresses many good points, the Raketenwerfer will become very very dull.
I just lacked the survivability, what it lacked in range it made up for by camo. The bad penetration is a real myth. Against a Churchill, so one of the heaviest stock armor of Allies, its pen is almost on par with the Pak40 (usually about 5% less). |