Katitof, you weren't around during the release of CoH2 and your response shows that. Tiger Ace and Ass Grens were at least 12 months, to 2 years after release.
I can't stress how stupid your comment here is.
TA and AGs were first 4-6 months.
1 year after release we got OKW and USF and by that time 2500hp 320dmg 4 sec reload TA was gone.
Source: Patch notes. |
So kill the crew then detonate and that will 1 hit? I am sure I've dont that before and it hasnt killed the weapon.
I'd have to check what damage does demo do atm as its less then potent after it was soft removed from the game, but if that attempt at killing howi took it down to "1 hp", then it should. |
As far as I know those 200 mun offmaps destroy a heavy howitzer instantly.
Multiple shots, one decrews, following kill. |
I think the "DPS Curve" over game-time needs to be adjusted down, specifically mid-game.
In the early game, I'll agree that IS' are a bit on the weak side, and rely too much on cover bonuses. However, once they hit mid game, their early vet bonuses COMBINED with double-brens AND bolster results in a far too resilient and mobile DPS-blob. If the IS' had to stay still for a while to setup, and took ages to rotate (i.e. LMG-grens), that would be one thing; but their setup AND turn rates are incredibly fast, meaning that you can 'stutter-step' them extremely efficiently. In addition, once you have 3 or 4 of them in a blob (seemingly very common, especially as games get bigger), they can easily take MGs head-on due to this.
Once players reach late-game, this DPS-blob is somewhat manageable for axis players, thanks to "anti-blob" weapons and their own vetted and upgraded infantry, so I don't think that needs to be adjusted.
This could be achieved by delaying either bolster or brens (but not both); however, I'm not sure on how the exact implementation of this would work. Non-bolstered IS+Brens are fine, and Bolstered IS are also fine; it's the combination of all three.
You forgot about the part where tommies have pretty low acc bonus and 2 brens are only slightly better then 1 LMG42.
And 4 of any long range unit can and WILL take down HMG frontally unless its in heavy cover.
Also, tommies are extremely susceptible to vehicles, so use vehicles. Flame 251 specifically roflstomps them. |
Why do they only decrew and not kill LEFH guns?
Because arty pieces have OHK protection if they are crewed and explosive hits them to prevent stuka instawiping that considerable investment primarily. |
KV-2 is more durable, has longer range, has a turret, has an ability that allows nearby infantry (including shocks in forward HQ commander) to sprint.
You forgot about the part, where it actually can reliably fight and hit other vehicles. |
Balancing team was trieing to make best of the broken fraction-designs, sometimes with more radical changes (like OKW and US). By last changes for Ost it was a loud shout for change.
It all starded with the stupid idea to move HMG42 into t0 instead of buffing grens.
The only faction broken design-wise is UKF as its a faction that's crippled by default and extremely reliant on OP gimmicks and now that all of these gimmicks were removed, you just have a cripple on the floor.
Ost for example, 251 was buffed through the roof, providing everything you need, LOS, reinforcement, healing to never have to go off the field with infantry, unless its panic retreat after nade/mortar hit, yet I see only top players using it somewhat often - why so many ost players think gren blob is viable? Because of hardcoded noobism.
All other factions except UKF at this point, its hard L2P issue. |
^You can have base medics if you put forward assembly in base and upgrade it with medics.
Doesn't make much sense, but modders have gave us the option to do so, problem with it is, its hefty mp cost and brits don't exactly swim in mp, especially now post tommy nerf. |
I am no fan of many things, mainly the line-ups etc. what they did with commanders, that wasn't balancing, simply make things worse (since release... not only the community-team, so ). The balancing is more or less ok, if you like bad fraction design. But ohh... the fraction design... and for such things they can make betas, let the community deside and testing things. Let's make CoH2-vanilla beautiful and logical again and the commander-system shouldn't be the winning-key.
There are so many modders out there and most lost interests in vanilla because of such things.
->
What I was able to see how the team works, it is more than inefficient. And the feeling is frustrating.
You aren't going to find many people agreeing with you on this, unless its the people of ranks so low, the balance never even started to matter for them. |
Because OKW lacks something or other on volks have to take up the mantel... Or something like that in sure
At this point, that something would be competent playerbase. |