1- Theres no "vcoh tables", so theres no way to have an increase accuracy of X unit against Y unit.
While i would like to see is "auras" added to snipers. Snipers blobs would get something like increased accuracy received.
Unless you are considering a price increase, the unit shouldn´t get a buff (210mp/15fuel)
2- I´ve already suggested in swapping BP and Tier buildings price so BP2 can be researched faster.
I think i´m satisfied of FHT rush into cut off.
3- So basically a double buff ? They´ve 0.87 receive acc. modif and you want to add armor?
First: armor won´t be added on units which didn´t have armor. Only unit ingame (i think) it´s shock.
They are not intended to be use as shocks. They are good to clear support weapons, when paired with other units and when you need DPS and you don´t have munition to spam LMG.
PG suffer from the same fate as Penals, they can´t compete with other units with upgrades.
5- Panzer IV is 350mp 125fuel
6- One buff, not both.
7- Same as before
8- Sigh. No armor. I don´t think they need receive acc modifiers (you have sprint if you really want to close in) and they are barely on a fine state. Similar problems as mention on point 3.
9- Heres my POV with static artillery. I don´t want them to be sitting "safely" inside the base. I don´t want them to be so easily sniped by recon + offmap, in the sense that it´s too easy and mindless to do. I´ll rather have a mp reduction to 520mp and a bit less popcap but being unable to build them INSIDE the base.
10- It´s actually better now with the minor popcap. I don´t mind it seeing a 5+ range buff.
11- #3 and i´ve already made a thread about them.
12- I think it needs a more complex aproach. Swapping tiers, working on a similar way as the M8, many different posibilities.
13- Partisans? Irregulars? Are they still ingame ? /s
14- #9
15- Nothing good comes from triple buffs.
16- 70mp reduction? Hmmm...I think the unit is on a relative fine state. At least is way better than the pack howi.
17- Double, triple buffs with fuel price added. I think you should work at Relic /jk.
18- The price you are paying is the royalty of getting them from buildings and their abilities.
19-...
20- You can use heat munition.
21- A faction desing problem. I heard it was going to be part of T4 but Amis AT were too weak, so they swap it with the Jackson.
22- Yep. Buff gun, tone down canister.
23- Make both units similar or equal on stats
24- Dunno but again, no overbuffs plox. |
I build it every time I play OH
luftwaffe medical drop + halftrack = never leave the field again
riegal mine is a guaranteed heavy engine critical and does less damage than teller mines (or it might be the other way around)
Riegel = inmobiliize. Theres a difference between a crawling tank and a stuck one.
Riegel = 400dmg
Teller = 500dmg |
The challenge with increasing the cost of the dual T34/85 call in is that it will increase the time to yield on the field. Personally I'd break the dual call in to a single call in in increase the fuel my 15 or whatever.
I think all Allied Medium armor needs to get a get out a jail free card like the Axis counterparts. Vet 1 is smoke unlock rather than the ability to cap a point.
The singular 85 is already more expensive. |
Isn´t it redundant with the non doctrinal mine? Just put 2 on top of each other. |
Thread: LMGs9 Aug 2014, 23:19 PM
Cruzz is a cool guy and everything, but I strongly disagree with the option of spreading damage throughout the entire squad. Relic tried that when CoH: OF released, and it was awful. All it lead to was long firefights where nobody died, and then an entire squad suddenly being wiped in 2 volleys. In this case, imagine you have Assault Grenadiers attack a DP squad, that's 2 LMG's spreading damage out. You lose one model to the Mosin Nagants before killing them (leaving only DP and PTRS). You manage to make them retreat, but then a Conscript squad shows up and before you can react, one volley kills all surviving squad members.
It sounds good on paper, but in practice it's awful. When CoH: OF tried it, everyone hated it, so much that they scrapped the system.
What´s the difference between a squad at 20% health with 2 models (32hp each one) and a squad with 20% health with 4 models (16hp each one). This will only apply to LMG and not the KAR/Mosin/Garands.
Unless we are talking about explosions, pathfinders and flamers, i don´t see a difference. On the 2nd case you have a squad with higher DPS (specially units such as Penals, PG, SP, which doesn´t rely on specialized weapons for their DPS) |
elchino7: No.
#2 is also true.
Why? Because i say so. Right.
Meanwhile the people who plays are seeing another reality then. I will say this again, it takes me more time to play axis than allies on 2v2 while i´m also seeing constant 60-70% axis looking for a game. I´m NOT SAYING there is a drastic difference of players playing 1 faction over the other.
I don´t know why are you trying to block the sun with a hand. I bet you if we make a poll of which faction takes more time to find a game or which faction has a constant higher % we will know the answer beforehand. |
Regarding Brumbear: either you use ground fire or you will be most of the time hitting the guy who is far away from the group dealing only 1 model kill.
While it´s not AWESOME, its an acceptable unit. Problem is, having enough fuel to get anything else. |
Ostheer doesn't struggle nearly as badly as OKW does, thanks to the panzerfaust.
OH + OH vs US + US
I think it struggles really, REALLY bad with something like Dodge + AA HT rush. You are always behind on the mp battle (due to fast teching to get pak). Dodge + E8s...damn.
Panzerfaust doesn´t help if he doesn´t get on range. And if you goes for the faust, i don´t see why not the US player just bails out to chase you.
Problem with the dodge, is that it´s a bit too good at 0CP and a bit bad at 1CP. On another note, i still don´t know why the Mechanized groups are at 3CP when they are basically the "same". I don´t thing anyone would be annoyed to face them at 2CP. |
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1-3-4 AMEN.
N°2: while i think the difference in the number of people playing with either faction is not as big, it has been "known" for a long time that searching for allies (teamgames, and from the little experience i´ve on 3v3+ it´s exponential with the number of players) takes more time.
I mean, it´s not like this is an isolated case of 1 or 2 days. It´s been like this since release, most of the time. Whenever we see a little fluctuation on the % near 50%, thats the magic moment to switch to axis
@Kothre top50 players don´t fluctuate as much as those wondering on the top200. I would even say that it seems easier now to get to top100 rather than a few months after release. I would also say that by sheer amount of games played, you can also rank high.
Anyway rank =/= skill. |
MAYBE, just an idea, allow it to garrison inside buildings? |