As for the tons of "non rng" comeback mechanics. I cant think of many outside of getting lucky wipes and playing better or your opponent screwing up and losing his lead or op units such as the avre and st wich arent game mechanics.
Increased MP income when you possess fewer units, which allows you to rebuild your forces more quickly.
Non FU answers to FU units (AT guns) meaning that you can always be in the game even if your expensive vehicles have been taken out of action.
This is not an exhaustive list.
I don't give a flying hoot about you. So no, I did not screenshot the moment I saw the member of the balance team trashtalk his own teammates. Say what you want, deny it as much as you want, from my experience playing vs you, you trashtalk all over the place in all-chat. Deny it all you want as I have no proof, but I know you're a bi**h-kid that cries. That brings me laugh every time I see a post from you.
EDIT: Besides, even if I had proof, do you think I'd make it public? As much as I do not care about you and think that your balancing is beyond sh**, you're still a human being and probably do not deserve and public backlash because of a game rage. As I've said, I'm not stranger to trash-talking. I know, surprising right?
I don't get it, you "don't care", but you mentioned it to begin with.
And how does it make sense that you "wouldn't want to make him look bad by having proof", but you're still totally willing to declare it to be true?
I coudnt agree more. It would really be a massive loss if abandon mgc etc would be left out or relegated to a special mode. Also keep the current target size and accuracy etc. The not 100% garanteed outcome and unexpected events that can turn the tables are great.
If it becomes to clean cut and predictable its just not a fun game imo. Then matches are going to be decided in the first few moments and take away a lot of fun.
Also biggest wish is letting factions have the same basic tools with some slight difference in how and when. And please dont give 4v4 the same economy system as in coh2 giving one side a massive advantidge over the other.
Games would not be decided in the "first few moments" regardless of the removal of bad RNG elements.
The games are already designed with a ton of comeback mechanics that do not rely on RNG. All these garbage RNG mechanics do is cause players to sometimes be punished despite playing well.
i think that then would make it look too similar to the winter variant of pgrens.
Regarding the patch, buffing the pershing is a big mistake. Other changes are good though
Perhaps, though the Winter Pgrens and Summer Grens don't appear together, so it's not as though you're ever going to confuse the two.
If you don't trust me, go test yourself.
FYI, here is my test. After throwing shatchel, I ran into the kubel. Only cavalry rifle got 4 units killed.
While Axis had no units killed. (All auto-attack has been disabled by cheat mode)
+ Another test with allied unit as enemy confirmed that they do gets killed. So... I'm not sure the exact mechanism over satchel dmg over inf, but it is clear that it deals more than 80 to any allies inf. while it deals maximum of 68(according to the Korean stat site) to the Axis inf units.
+ Calvary satchel & Soviet satchel shares same data. It's default dmg is 340, but vehicle gets 70% dmg(240) and I guess infs. also get somewhat damage reduction to 80. And Axis inf gets + 20% dmg reduction(68).
CoH2 stats are so complicated yet their is no way to know for exactly unless someone decompile the game itself. I whish this thing gets updated in CoH3. For example, ST2 has in-game unit stat wiki.
Very strange. This seems like some sort of obscure bug more than anything else, though it should definitely be fixed/made more consistent.
I wonder why this happens?
Do they? I wasnt aware that Axis got any damage reduction vs satchel charges... Though 20% reduction doesnt actually stop a satchel charge oneshotting infantry most of the time, except closing in at max range, since they have 240 damage base (Soviet ones apparently do 340 for whatever reason)
Trying to understand your argumentation: If it is even at arranged teams with players that understand their faction, random allied players seem to understand their faction less than random axis players. If we assume that allied players aren't more dumb than axis players on average this leads to the conclusion that allied factions are harder to understand.
Game is not balanced if one faction is harder to understand than the other. For me that is the basic conclusion out of your sentence.
I'm not sure I agree.
A faction being a little harder to grasp, but having the same power-level as other factions isnt what I'd called "imbalanced". Axis and Allies apparently have a similar winrate assuming both sides understand how to play, this is fine and good.
There's simply no sense in trying to balance around players who do not understand the game/their faction.
Communication covers holes and gaps equally for both sides but doesn't make the game more balanced on itself.
Then how do you explain arranged vs arranged teams having close winrates?
Big idea of this changes was to give units without unique visuals their own style. There are still some units, which can get some attention, but regular grens are not in this list right now due to they already have unique visuals.
Speaking about assgrens model, as you can see, it has MP 40/StG 44 ammopacks instead of Kar98k, that was one of the reasons, why they got this model.
That’s why just replacing grens model with this one is not what i like tbh
I don’t know, that was made in my free time without any request. Anyway, that’s just texture, not finished skin
The gren model itself is fine, I think. Perhaps changing the trousers to the same feldgrau as the shirt under the jacket would be enough to make them look a little less daft?
Most other OST units have a two-tone scheme in that fashion.
Then you decribe yourself that the game isn't balanced but strong team communication overcomes it. The "don't play random" doesn't work as a counter argument but as a workaround to the imbalanced state of the game.
This is a bit of a misunderstanding.
He's talking about 4v4 arranged teams, where BOTH teams are communicating. This levels the playing field.
It isnt a case of communication covering holes, it's a case of having players on both teams who know how their factions actually work, which results in games being reasonably well balanced. Random matchmaking just has too many retards in it to draw any real conclusions, Aerafield described the reason why allies have lower winrates in his post.
It can lay stock schu mines. It only needs a doctrine pick for the riegel mines.
Schu mines don't oneshot lights, though.