Nerf spec ops flares
Posts: 3053
Honestly they should just be removed and replaced by a recon overflight or infantry-fired flares like pfusies and USF rifle company riflemen have.
Alternatively, quote from Shadowlink: "If they were 150 muni, people wouldn't spam them"
Posts: 3588 | Subs: 3
You mean aside from the flares that light up the whole area and are impossible to miss?
Posts: 348
“There’s no warning they’ve been used against you”
You mean aside from the flares that light up the whole area and are impossible to miss?
Theye definitely not impossible to miss. And they dont light up anything if they arent for your team? You already see whats there
Posts: 769 | Subs: 1
My personal advocation has long been to make it grant longer sight range to units in the area of effect so that some risk is required in the form of actually sending units into the enemy territory. It seems that Sander93 has achieved something to this effect in his latest mod:
https://www.coh2.org/topic/106030/sander-s-personal-balance-changes
Honestly, this is probably superior to plane scouting in terms of game mechanics given the troubled role of AA weapons and how planes are apparently killed with random deflections rather than actual HP damage(?).
Posts: 3053
“There’s no warning they’ve been used against you”
You mean aside from the flares that light up the whole area and are impossible to miss?
You ever play against spec ops flares in a teamgame where a lot of things are going on? Not terribly hard to miss, they need to be viewed from just the right camera placement to even appear on screen and the lighting effects are sort of map-dependent and not super hard to miss either. Ability makes almost no noise and the visual cues are really missable. Much harder to see than other flare abilities.
It has always been a horribly overpowered ability with absolutely no counterplay. It has probably been overlooked a bit since the nerfs of the command panther, but in team games (and particularly on choke-pointy maps) it is just a terrible game mechanic as it allows rocket arty and other long range weapons to just go crazy for no risk.
My personal advocation has long been to make it grant longer sight range to units in the area of effect so that some risk is required in the form of actually sending units into the enemy territory. It seems that Sander93 has achieved something to this effect in his latest mod:
https://www.coh2.org/topic/106030/sander-s-personal-balance-changes
Honestly, this is probably superior to plane scouting in terms of game mechanics given the troubled role of AA weapons and how planes are apparently killed with random deflections rather than actual HP damage(?).
That's a pretty cool idea. +1
Posts: 2243
get your "axis Op" shirt of
Posts: 1163
All the other recons in other commanders are like bonus abilities to several other strong abilities.
So imo it deserves to be a bit better. Maybe you could add the sound of some artillery guns firing them
Posts: 282
He is meant to be a precise ability which doesn't last as long as the Recon plane and doesn't cover a wide area.
Posts: 486
why is it OP when brit has this flares to in several commanders which pops up even mostly the whole map...not only a single spot?
get your "axis Op" shirt of
Only Artillery has these non- unit based flares, Early Warning. It is also a problem.
Posts: 13496 | Subs: 1
Posts: 249
Posts: 2243
Only Artillery has these non- unit based flares, Early Warning. It is also a problem.
when i remember right...croc come with these flares to
Posts: 2243
Posts: 2458 | Subs: 1
The problem is that without it Spec Ops will become even less viable and making the doctrine worse is not a very good idea regarding balance as it's already mediocre as it is.
IMO making the flares more expensive would be the easiest fix.
Posts: 5279
why is it OP when brit has this flares to in several commanders which pops up even mostly the whole map...not only a single spot?
get your "axis Op" shirt of
While still in need of a change arty flares are nothing compared to spec ops flares.
Spec ops flare are more OP because of cost- being cheaper, the exact same price as a Recon plane, actually its easier to make use of
Flexibility--you get vision EXACTLY where you want it. This is why say, major recon, even vetted up with multiple planes is less attractive than a normal recon plane. It can't miss. From a building on the front to an atry piece in the rear. You see what you want.
Stealth--while ukf flares cover a wide area, that also makes them more Lilley to be seen as well, giving away to the enemy that they are being reconed
Spec ops flares are OP because of those reasons. They lack counteplay and despite that are extremely flexible and cost effecient.
Strap them to the command Panther and call it a day
Posts: 563
when i remember right...croc come with these flares to
ah yes the super op flares you pop every time you have 230 fuel, 640 mp and you dont have particular unit on field.
Posts: 1515
And ullumulu... just don't. That croc comment really buried you.
The OP is right. In teamgames, on most maps, flares + non doctrinal stuka/werfer can be too oppressing for the cost. Both factions should lose them, axis even more so.
That or buff up the price of flares (would still be a bad mechanic in games). Generally, every recon ability should be like vet0 major.
One or two plane pass over the battlefield, at medium velocity. Not too pricey, not too cheap, easy to shoot down. Recon that gives you the whereabouts of the enemy, without giving you the ample time and opportunity to spy on the enemy front lines (and bombard with stukas or werfers or ally LeHFs. Same for allies. (like flares + offmap to kill OKW trucks, even when extra expensive/oppressive, it's just bad gameplay)
Even when my teammate used flares on brit to give vision, it just seems so unrealistic and badly implemented.. You can be behind the Great Wall of China and pop flares behind it and instantly see through the walls.
Very technology, much impressive, such light. WOW
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