I don't really see any valid reason to give USF stuka dive target practice.
However its pretty hilarious to see a faction known for the artillery barrages before engaging anything have THE worst indirect fire options in game.
USF and OKW both have the same number of airstrikes (1). As if that wasn't thematically bad enough, late-war Ostheer have multiple doctrines dedicated purely to air power.
If anybody deserved super cheesy airstrike spam it would be the Americans. Although in an idea world CAS and similar would just not exist on the grounds that they are so stupid. Not stupid as in OP (although CAS is overperforming probably), but just, dumb. Really silly design. |
I remember being annoyed at the unit icon giving way less kills-detail when selected, and you had to mouse over the kill count to see what they were. That was a change from CoH1, IIRC.
I also feel like the new tactical map is terrible and hard to use, like the territory sectors are too easy to click / take up too much space. I can't quite remember exactly in what way it was worse, but I found it much easier in coh1 to use.
Also, there needs to be some way to separate "take cover" and "vault obstacle" commands. So many fucking times I've told my units to take cover, but because of the angle the camera was on relative to the cover, it interpreted that as an order to vault and I wind up on the wrong side of green cover getting charged by enemies. Maybe there could be a button you could hold to disable vaulting, or make vaulting require that button.
I think there were changes to pinging but I can't remember precisely what they were, just that I was not a fan. I think it might have been the removal of attack/defend/capture pings or maybe it was that they changed the hot keys or something. My memory is really hazy. But whatever it was, I was grumpy about it. |
I would rather see less demos than more.
Like demo charges should all be timed, in the vein of paratrooper charges. More like building destruction and obstacle clearance, rather than super-mines that can be set off on command. Maybe make them slightly cheaper since they're getting nerfed and wouldn't be appropriate for squad-wipes anymore. |
Playercard streaks are meaningless info unless we know how many matches were played for each faction since after the patch. It's also ridiculous to try and argue balance based of the statistics of one player. Relic has access to the detailed breakdowns and I'm sure they will be pouring over it to work out their next set of adjustments. |
Thread: Stuart!23 Apr 2015, 05:15 AM
As a light anti vehicle platform it comes a bit too late and is too expensive to really be worthwhile. It doesn't have the infantry killing power of a T70 or P2, which is the primary reason you get those light tanks. As a utility vehicle that can use abilities to take down enemy heavies it's too fragile and inconsistent.
I guess Relic said to themselves "ehhh, we don't want another anti-infantry light tank, there's already several of those. We'll make it asymmetric!" and this is what we ended up with. Jackass of all trades. A generalist light tank in a game dominated by heavies  |
Not your best post! 
At this stage, I regard you are the equivalent of the irresponsible air passenger, who thinks it fun to shout "I have a Bomb", as they pass through the check-in. And you know what happens to them? Incitement carries penalties.
Currently, there is no Alpha to breach, but if there were...
Just sayin'. 
I'm assuming that when the Alpha invites go out, the new expansion will be "officially announced", simply because the cat is basically already out of the bag and obviously someone will leak what it's about pretty much as soon as it happens. |
Thanks heaps guys!
I think I've found all the clips that I need and will contact the owners for permission.
If by any chance you used the one I posted, the author is holidaying in Nepal at the moment and probably won't get back to you for a while. But you can go ahead since I know he'd love it  |
CoH / 2 is definitely desgined to favour offense in general. One of the biggest complaints leveled against the Brits was that their strong emplacements led to too much defensive play, especially in the lower tiers when you'd have that sim city silliness.
It's a balancing act, but I'm not angry that defences are "relatively" easy to bypass or dismantle. The only exception is when there are natural choke points in maps that mean you onyl have one or two spots that you need to flood with units and its trivial to lock down as a result. |
Converting fuel->muni isn't "100% efficient", it's way over 100% in terms of relative quantity of munitions. You don't have three times as much muni as fuel, but that's the ratio you get for the convert ability.
Regarding caches in terms of muni vs fuel as people were discussing above:
50 / 3 = 16.66 minutes for 1 fuel cache to generate 50 fuel
150 / 5 = 30 minutes for 1 munitions cache to generate 150 munitions
So fuel caches will generate munitions 1.8x faster than munitions caches will when using CAS doctrine. 50 fuel-> 83 munitions would be the "correct" ratio to make these even, however nobody would trade 50 fuel for 83 munitions because one is simply more valuable than the other. However, I think 120 munitions might be more fair for the conversion.
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Pure thickness indicates the Churchill was tougher than a Tiger, was it in practice? Or was it only thicker at very specific points (like the turret) but otherwise comparable or weaker? It's 38T to the Tiger's 54, so something's gotta give. |