that is so wrong. imagine a situation, where you can shoot once at a low health tank. regardless of which AT unit you have (pak, panther, shrecks, ...) its hit or miss, so either veretancy ofr oyu, or a "free" tank for the enemy. in such situations RNG plays a critical role, regardless of wether you have an expert unit or unit, because the especialized units themselves rely on RNG too.
And that RNG should never go, because this is what makes CoH2.
Without it, you can just go play starcraft or any C&C clone instead. |
Disappointed they haven't dealt with the Cromwell Hyper Crush yet. Seems totally bogus since OKW no longer have blobbable anything. And how many months til they deal with the USF mega-blobs? Seems one sided still. They had months to make this good (test out new ideas) and they pretty much stuck with their initial thoughts.
Did you missed the part where OKW have faust now? |
I wouldn't say that Panther is AS MUCH specialist unit as SU-85.
Panther have quite good AI. It just have AI dps is stable (not bursty) and therefore don't have as much wipe potential as average medium tank (with good AoE).
Well, Panther is more of a brawler, its not suppose to gun anything down fast, but to outlast it and it does precisely that. |
strafniki:
Cooldowns and aim-times adjusted.
i can only hope that this is ment to be in a positive way..
They shoot tad slower from my experience, but don't worry, penals are AI specialists now instead of general pushovers, they make Rifles AI look poor.
However, penals are little short on durability side, so they drop like flies to focus fire, but put up a good fight even against LMG grens on long range. |
All this change does is speed up early game as you get inf on field faster.
If its good or bad, well, hard to tell. |
maybe increase sturmtiger aoe back to 10 and and its dmg against emplacements 1.5x to counter the british emplacements
Sure thing, just reduce the range to 15 so it doesn't wipe squads and armor alike all the time. |
Like this but with more options and BOs for all armies. |
I was afraid of that.
Given that there are two howitzers, does this also mean that you can continue to have Counter-Barrage perpetually active?
e.g., if Howitzer1 is on cooldown, you activate Howitzer2
(ignoring munitions cost for now)
The way I see this will work is the following.
If you are in danger:
- First, you Brace, if its available (since it costs nothing, still)
- If Brace is on cooldown, you activate the T1 howitzer
- Once the counter-battery expires, your Brace should be almost ready to fire-up again.
- If you run into serious trouble, you always have the option of alternating between T1 howitzer and T3 howitzer.
Per each activation, you aren't really paying 30 munitions to save just one mortar pit. You are paying 30 munitions (per 90 seconds) to keep your entire sim-city safe.
You can but it still shuts your production down for the active building and you can't keep it up 100% of the time. |
what i wanted is more prevedible rng like not kat or panzerwfer firing max range and hit everything or sometime t34 pen 5 time some time 0
That is still pointless.
You have optimal ranges and optimal unit counters for reliability.
If you're using general infantry or general tanks, expect randomness, if you're using specialists, well, do I need to remind you how good StuG is at AT or how good croc is at AI? Hardly any randomness there.
In short, you want to mitigate on RNG, use specialists against the targets you want to take down. |
I have not been able to try the nerfed counter-battery (that's because I have the commander). Can you tell me exactly how the nerfed counter-battery will work?
- Do I have to pay 30 munitions per howitzer to activate?
- Or do I activate this once, and both my howitzers start raining shells?
- How does that affect ordering units into the production queue?
In any case; counter-battery was never the issue in anything bigger than 1v1 (counter-battery wouldn't "even" reach half of the map). Everything else remains untouched; or becomes indirectly stronger.
What I mean is that with:
- Certain counter-options removed (good riddance Volksblob)
- The potential Bofors suppression buff
... emplacement spam might have received an indirect buff (no matter how minor), when what was really badly needed was a nerf/redesign.
It works exactly the same as brace now.
Duration, then cooldown, activation just like now. |