It definitely does not need a buff. It can hit a critical mass very fast in a 2v2.
Also, has anyone else noticed that the crew are exceptionally hard to kill? |
Maybe its because I am still not used to playing as the US, but I was seriously struggling to kill this unit. As the Soviets, I'd try and get behind it with some T34/85s, but I don't think thats a realistic option with Jacksons. It out ranges the Jacksons, preventing kiting from the front (penetration didn't seem consistent either). I managed to do some damage to it with a priest, but that doesn't seem like a reliable counter. |
It makes sense to me. No one is complaining about the Ostheer getting a puma in a doctrine are they?
As it is, there are enough units that I often find myself thinking "what is that?". And more unique units just means more balancing.
After a week, things won't be new anymore regardless. What matters is the potential variation in strategy. |
There are probably more changes than this. These are just the big ones. For example, presumably the KV2 also has 70 range now. |
I don't understand the P4 change. On the whole that definitely looks like a nerf (I think a miss is still a miss with a scatter of 6).
As far as severity of nerfs go, it seems like elefant/ISU got hit the hardest, then tiger, then p4, then t34-85s. I would not have ranked the P4 as the 3rd most overpowered unit in the game. |
I am sure the army was officially called Ostheer at some point. But Westheer doesn't have the same ring to it, in my opinion.
I would've been fine with Wehrmacht and Ostheer. It still has the same problem you mentioned, but it is at least consistent with CoH1 and doesn't have any 3 word names that need to be abbreviated by necessity. |
I played a couple of games with the map. It may have just been a failure to adapt, but the game was more static than I expected. Teams generally don't drop the flag off until the spawn point is already secure so all the points come from the same flag. |
rails is crap, two players can easily camp one side, and the game depends on time who can walk faster with flags. No mention it looks like the flags are spamming on the same points.
It would be cool for example 2v2 in the city 17 map, and the points are totally random, now the enemy have time to hunt down the flag carriers, not like on Rails where you cant.
nice mod btw.
This is a good idea. Make the flags spawn semi randomly, but let both players know where that spawn spot will be 30-60 seconds(?) before the flag actually appears. |
Or:
- Call-in guards could be vanilla with no weapon upgrade (just rifles)
- upgrade to 2x PTRS = 0 ammo
- upgrade to 2x DP = 100 ammo |
If you accept the fact Relic is going to need money in order to support the game for an extended time period, I'd rather they gained that money through adding new content as opposed to say monthly subscription, for example. In addition to making the game more diverse, at least this way people can choose whether or not they want to pay more. And the new DLC they add has to include things like new commanders, because there is no way they'd ever make enough money off superficial things like skins.
With regards to the new commanders giving players new options, and therefore being pay to win. I understand the argument, but I think it is important to put it into perspective. ToV for example, was far more guilty of this than the current model. There, the options increased from only 1 choice to 2 if you paid more money (a big increase). If you didn't like the stug, and it didn't fit with your play style, then the Gwagon was better for you and made your strat better.
The difference now is there are a lot of choices from the get go. So instead of doubling a players options, they are increasing it from 15 to 16 (a much smaller advantage). The tipping point at which it no longer becomes a pay to win model at all is when everyone can find 3 free commanders that are strong and support their tactics well. At this point, any balanced commander they add won't be pay to win, because to use that commander and gain its options, a player will have to lose another viable commander which would've also worked well with their play style. |