-Reminder that you can see where people put explosives by hovering over the map with your own mines.
-You can see units inside garrison through FoW and in case of MG, see their arc.
-You can know what faction you are "facing" (in case of teamgames) through the shadows on the ground.
-Xp kickers show up through fow (specially good against SU, you know if they tech early on)
-Ambient structures get's destroyed and are displayed. Sound is also available and lets you identify where and which type of vehicles are in the zone.
That been said, and discounting the commander bug, he might or might not be maphacking but this is not the place to discuss this. That's Relic's job. enforcement@relic.com
But then only Infantry would have LMGs rack unlock, which is not good for diversity,
On the contrary. Both EFA released their first 3 DLC commanders with just 1/2 abilities repeated (recon sweep, infiltration grenades n heavy fortifications). The strong point of Infantry was indirect fire with heavy rifleman support (mines/sandbags/1919). The appearance of Tactical support completely overshadow what was already a good viable commander.
That's very good to know - So does it pin at all or is used more to deal damage. I have not seen a replay with it used effectively, and I certainly haven't been able to use it with any great result.
This is a problem with several single strafe abilities. Best way to know the effects, it's just to download cheatcommand and do some test runs.
Speaking seriously, the ability is either overpriced or undertuned. Although prior to touching it, i would see other commanders receiving some love AND/OR removing 1919 from this commander to make it less appealing in comparison to infantry.
As it has been said before and putting it simple:
-Doing and receiving damage gives you vet on a (75/25) basis.
-Each squad needs a different amount of xp to vet and gives a different amount of xp when attacked.
-As a rule of thumb, the more expensive a squad is, the more xp it will need to vet and the more xp it will give to the enemy.
-Same applies to veteran squads. Each subsequent vet level, awards 20% more xp.
-Only a FEW units (officers) gain xp through other units nearby.
Some consequences of the veteran system:
-Infantry vs infantry combat balances out mostly. Inf vs vehicles is a problem cause almost all vehicles have high xp values and the damage AT does is quite a lot, leading to fast vet.
-Suppression platforms tends to suffer cause most of the time it's main role is not to do damage but rather "disable" infantry.
-Vehicles doing AI roles, takes way more time to vet rather than when they are doing AT. Same can be said about heavy artillery.
Balance whiners are all around the balance forum and honestly you've more than enough fed them, gave them credit with responses.
Take it as a troll if you want but my guess is that Katikof would have made a good moderator, if he could have moderate all the stupid stuff he was trolling on purpose, the balance forum would have been much more cleaner.
Rules states to moderate trolling/flaming posts, not stupid stuff unfortunately (in the sense of extreme balance/gameplay points of view). Even then, the forum politic has been laissez faire regarding posting.
When i entered staff most people who are/were worth discussing with had either left the game or abandon the forums quite some time ago. The problem is not having people crying 24/7 allies/axis OP, but not been able to have a place to properly discuss matters in a serious way.
Well, what exactly is the correct formula? And sure, more distance numbers would be nice, but for an essential overview close and long range is enough.
DPS being calculated as: Damage x Accuracy x (Shots per burst x Shots fired before reload / Total time to shoot including reload)
Total time to shoot including reload = ((Shoot burst duration + Fire aim time + Wind up + Wind down)*Shoots fire before reload) + (Cooldown duration * Reload frequency) + (Reload duration)
The point is, that the numbers you show up and what i do differ. You say that they have "more" DPS at long range, when they do only have it at 25 (when entering mid range). As you say, as a general overview it's fine. The problem is when you try to represent it as exact values and "hard" evidence in a nice graph but the raw numbers are flawed.
PD: there's also the focus fire tag which is impossible to account for the damage it secondarily generates (this is present on most SMG/AR/HMGs).
Doesn't that have more to do with infantry squad spacing though?
That's what I'm getting at.
Anyway, the overperformance of "light vehicles" is always about how the allied light tanks wipe axis infantry squads, and how 222s destroy allied light vehicles too cost effectively. That's two very different things being lumped together as one. I rarely see the Luchs being called OP outside of its vet. (Which, again, is more to do with OKW vet than the Luchs itself.)
Also, simply reducing the gun's damage and/or the damage spread of the AoE will go a great length to accomplishing the intended goal without creating hard caps to the amount of models in a squad that can be damaged.
The point is, they don't have great AoE to start off. Both the T70 and the Stuart. Notice that i'm not against a nerf to damage but having a damage cap is just a safety measure as to how squads move around (which doesn't go against improving squad spacing as well).
Regarding aesthetics, it's not like you are limiting damage of something like Bulldozer, grenades, mortars, etc. It's weirder having units phasing through (infantry n tanks) or units surviving grenades to the face (heavy cover) than having either the T70 or Stuart hitting 2 models at a time.
Okay, I'm confused as to when this idea became such a golden calf of balancing. What's the point of having AoE? It seems clumsy as hell and makes even less sense in terms of gameplay and visuals.
I'm not sure how changing it's AoE is going to affect it's accuracy against retreating units. Limiting damage to 2 entities at a time means that it still takes 2 to 3 shots to wipe a squad? The 2-models-only damage only is an approach that probably makes more sense when you're looking at 5 and 6 man squads, I'll give you that. But isn't that clearly looking at an incomplete picture of the problem?
I feel like the kubelwagen goes what a 222 should actually do and the 222 is just pretending to be a 234/1 and hoping no one notices.
If you have a full health squad and you stay long enough for any of this units (with decreased damage and AOE) to cheap down your models and health so they have to retreat without having any support units to stop the chaser, then that's your problem.
The whole point is avoiding "lucky" shots which suddenly drops down the health of the whole squad to 50% or even just wipe its (in case of Stuart). This also helps when infantry squads are moving through cover or actually using heavy cover.
Not sure if coh2.hu is perfect for talking about DPS on small arm fire for infantry when it just talks about averages with just "near and far" as options (which probably is just an average or taking a specific range as value). If this has been done correctly and is up to date, then it's way better.
- HU only shows DPS at longest/closest range. CRUZZ shows the entire DPS graph for all ranges
- (even for the ranges displayed), the HU website uses an incorrect formula to derive the DPS values
- (even when the correct formula is correct), HU sometimes altogether displays incorrect weapons for several squads
- We have no way to contact the admins of the HU website to rectify those errors (whereas, Cruzz is a prominent patron of this website, and is always open to suggestions).
PD: rip Cruzz dps website
You could put more emphasis on reducing the long range DPS on some of the AR to differentiate them from LMGs. At first this should apply to BAR. Once some QoL changes are done to OKW, squad formation and unit call in, i could see the same treatment apply to IR STG and maybe FG42.
Reduce DPS from range 25-35 from (6.03/5.17/4.37) to something around (5/4/3)
Gren + LMG42 at (25-35): 17.99/17.03/15.98
Rifle + 2xBar at (25-35): 19.08/16.25/13.75 New Rifle 2xBar at (25-35): 17.02/13.91/11.01
If LMGs are limited to 1 from rack pick, i wouldn't mind BAR + 1919 as this requires teching and shouldn't be as effective with the new weapon profile (you are mixing a weapon which is better at close range and on the move vs something which needs to be static and at range).
Rifle + 1x1919: 18.04/16.89/15.84
Rifle + duo weapon: 20.07/18.92/17.17