I understand that this opinion may be unpopular but I belive that what we need to ballance LMGs is to make them realistic. What I mean is that LMG should be as awkward to use as PTRS. In order to shoot soldier should stay in cover or lay on the ground, then set up the bipod (faster than tripod but still you have to find position for it), aim and then shoot one, maybe even quite long and accurate burst. And no matter the range, if enemy is standing still in front of LMG, it should be able to kill him quickly, but if the enemy is moving it should have major problems on close and mid range as it will not be able to shoot.
So, what needs to be done is:
1. Making set up and aim time for LMGs much longer (similar to PTRS)
2. Making the cone of fire before resetup much smaller.
3. Possibly giving LMGs it's short range dps back as it will still not be able to use it effectively and it is quite stupid how weak it is against enemies standing in front of them laughing.
This way lmg blob will have no point as it will be easily killed by short range units. The usage of LMGs will still be effective but only with good positioning and spread formation (to acheive cross fire). And last but not the least LMG will act like real LMG, and it is really important for people who like minimum of realism and for those who base their decisions not only on coh knowledge but also warfare knowledge.
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Post History of ferwiner
Thread: Suggestion to LMG change30 Jan 2015, 15:06 PM
In: COH2 Balance |
Thread: US faction able to go at will over population cap (normal?)26 Jan 2015, 03:00 AM
There is no point in arguing if that "intended exploit" should be removed or not, the thing is it should not matter at all. It only matters because of the popcap being ridiculously low. I mean what is 100 pop cap? Nothing. In a match with good unit preservation it happens that you have to kill units to buy yourself a tank. Do we really have no players that can micro more than 3 tanks? Why should someone who cannot advantaged because his opponent cannot use his skills. Just give us 200 pop cap or at least 150 an nobody will have to get crew out of his tanks to reinforce troops (as usf) or float tons of resources (as other factions). The feature of popcap had some sense when it depended on teritory, but now? Now it's just a relict because it doesn't serve any positive role and could not be present in game at all, ofc it can be preserved on the level like 200 as it may be importand thing to some future factions or sth but right now it's only sth ppl are whining on forums... In: COH2 Balance |
Thread: Some balance suggestions26 Jan 2015, 02:35 AM
Generally I agree with pretty all of those points. So yeah, you've got the point. The problem is that those problems haven't been touched by Relic for so long it just got boring to read the same over and over again in the forums... In: COH2 Balance |
Thread: An idea for USF restructure16 Jan 2015, 14:07 PM
The idea is good, basically all the factions in coh2, especially wfa ones, lack nondoctrinal units so another tier would be ok. Your ideas are somekind a mashup of ideas that created soviet and okw factions but this is that good kind of mashup. Only problem is that it may look to similar too the way soviets tech up early but it's not huge as soviet faction needs some changes in tiers and nondoctrinal units itself. In: Lobby |
Thread: Using panther tanks.13 Jan 2015, 18:45 PM
+1 I can visualize the game OP is talking about only in such way: 1. Axis build chaches early, allies have no. 2. Allies have more infantry, axis can field only minimal amount due to chache investment. 3. Axis are outnoumbered so they lose VPs but they still manage to keep most of their half of territory due to superior micro or better team play. 4. Wehr players tech to t4 so they are left with only infantry in first 20 minutes. 5. Axis have no tanks so allies come with a brilliant idea "lets build more and more AI" I can't even imagine that amount of maxims, shocks, snipers and BAR rifles. 6. Axis don't attack with the first panther but wait until every player gets at least 2 of them. 7. When axis have ~50vps they attack one vp with them and one other with infantry stopping the drain. 8. While attacking axis build additional pios to repair but allies are so unprepared that they can go deep into their territory, allies get massive losses, then panthers return home with the blitz for repairs but there are new ones that can keep ground with infantry. 9. After repairs axis attack last vp with all the tanks, allies call gg and come to the forums. @OP pls, watch your replay again and look if it wasn't like that. If only half of my points are true, you were hardly outplayed. In: Strategy Desk |
Thread: P47 ignoring area13 Jan 2015, 18:10 PM
I can deal with all of these, but not planes crashing on my freaking units. There is an overall problem concernig shooting down planes: You are punished for doing this, as it may fall down on your head, instead of being rewarded. It's mostly the case with strafes but it also affects abilities like stuka close air support and p47, you are only rewarded for scout planes and supply dacota. Yet I belive that, like irl, there should be a difference between a plane that you send to a place where it gets shot down and a plane that gets back to the airport. The only solution I can think of is making all plane-using abilities more expensive but returning some munitions when the plane comes back out of the map insead of crashing. That way buiding some anti-air defence would have at least some sense and I would be a real counter to heavy munition late game of some factions like usf. Ofc then okw base defences AA should also be removed or toned down not to make the faction even more overpowered. In: COH2 Bugs |
Thread: Tiger Ace13 Jan 2015, 01:14 AM
Yeah, the only problem is caused by stupid usf vs wehr matchup, both factions need changes but usf needs much more. As for the ace it is powerfull of course but the doctrine itself is quite weak and I belive that the argument that it lets loosers comeback is stupid, if usf player cannot drain osther 500 vps before 15cp he wasn't winning at all, nobody can argue with that. Also the penalty is so huge that you don't have to and sometimes you really shouldn't kill the ace as as long it is on the field the enemy is draining manpower so much that he will be left with the ace only and no capping power and that means a lot when you need to comeback. All you have to do is that ostheer is sacrifizing a lot of mid game with that doctrine so if the match is even or allies are slightly winning it in fact means that things are going axis way and axis are the true winner the whole game. In: COH2 Balance |
Thread: Cyanara's Wehrmacht Overhaul9 Jan 2015, 12:12 PM
Flame halftrack is fine as is, it has an AI upgrade like the Sov HT to keep it useful mid game and at T3 unlock it's perfectly balanced. Seeing these thing built every game as soon as T2 went up just ruined the infantry meta a few patches back. Flame halftrack should stay in battlephase 2 but researching that battle phase shuld be very cheap. Some of the cost taken can be transfered to T3 building but not all of it as getting T3 is quite expensive right now. That way both tiers and especially T4 would be much more accessible in 1v1 and it is some kind of answer to call in meta. In: COH2 Balance |
Thread: Dropped weapons9 Jan 2015, 01:12 AM
Ptrs is not as bad as you guys say, it's just another victim of heavy tank meta. AT rifle can harm and kill all light and medium vehicles (not counting panther as medium) that germans can field. Even p4 has paper armour without vet and you can help guards with buildings, mines, at nades, button and eventually mark target. They also do quite significant damage to okw trucks even after setting up. The problem with guards is that the squad is multi role and as such is very flexible but not super effective in any given role, still they can be used very effectively, they just need specific playstyle that utilisises all of the abilities and weapons they have not removing their PTRS, if you want pure AI squad you can always go with shocks. In: COH2 Gameplay |
Thread: Favourite Unit?9 Jan 2015, 00:47 AM
Zis-3 of course, great to support every strategy you use as soviets, especially with stacked reload bulletins. And that gun feels even better when stolen, looks funny with cross on it and grenadiers behind. Can be very beneficial if you steal it with okw to supplement lack of proper at gun. In: COH2 Gameplay |
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