... Of course, you can't barrage an incoming blob ..
That is incorrect, one can barrage an incoming blob with the Scott.
Posts: 13496 | Subs: 1
... Of course, you can't barrage an incoming blob ..
Posts: 1220
The barrage is receiving a big net buff to its AOE and accuracy (scatter). This should make it a lot more effective against support weapons or other static defences from long range. The goal of these changes is to move the unit's performance from autofire more towards player input without decreasing the overall power level.
Posts: 658
It does a lot more than blob control. Currently (in live) it can afk snipe models at 60 range from behind the safety of ATGs and Jacksons, barely requiring any player input, causing very high manpower damage and wipes to singular infantry squads. This is hideous to play against. This is being addressed by pushing the power of the unit more towards the barrage.
I'm thinking about reducing scatter by another 1-2 range and giving the barrage an extra shell. That should be enough to reliably force away or even kill team weapons or stationary infantry squads with a single barrage.
Posts: 13496 | Subs: 1
Posts: 13496 | Subs: 1
Posts: 1220 | Subs: 1
Posts: 615
locking rifleman snare behind 2 officer or a full base building may turn out to be too late, USF may have to play 5-6 minute early game without snare, which can be dangerous again flame HT rush.
why cant it just be lock behind the grenades tech with the cost back to 15 fu ?
Posts: 5279
Posts: 179
Posts: 3166 | Subs: 6
Both M8 Scots and Jacksons do not have 60 vision. If M8 Scott is shooting at 60 range, then that means you have Infantry in the front line scouting for these units. Combined Arms is what Company of Heroes is all about.
Posts: 1794
Posts: 4928
Posts: 1614 | Subs: 3
Regarding the Scott, if the problem is autofire sniping units from behind AT Gun walls, then why don't you just reduce the range of it? You could even let it have a fairly average rate of fire but 40 range. It'd be effective at direct-fire without being a passive unreachable manpower bleeder.
Posts: 462 | Subs: 4
Posts: 63
Ambulance
BUFF
M1918 BAR
BUFF
Rear Echelon
BUFF
slight Nerf
Riflemen
BUFF
M1 81mm Mortar
BUFF
M2HB 50cal
NERF
BUFF
M20
BUFF
BUFF
M5 Stuart
BUFF
BUFF
BUFF
Slight NERF
Pack Howitzer
NERF (amaze...)
Major
BUFF
M8 Scott
BUFF
BUFF
NERF
BUFF
BUFF
NERF
M36 Jackson
NERF
WC 51
NERF
BUFF
Calliope
-
Posts: 1295 | Subs: 1
Posts: 13496 | Subs: 1
... but after extensive testing on my own ...Did you happen to also test the "HEAT" barrage?
Posts: 2458 | Subs: 1
Yes changing the grenade snare vet 1 ability is going to cause a very big early game problem for USF. Bad move.
Also how is the Scott OP? If you can micro it, its OP, like DevM, but that doesn't make it OP, it gets killed pretty easily and this nerf will overshadow it by Sherman.
Pack Howitzer is important for the USF since USF doesn't have strong artillery.
Posts: 1220 | Subs: 1
I don't even know where to start.
First of all, USF will get the snare after unlocking LT or CPT which costs a total of 35 fuel, and considering you have 20 fuel as a starting resource you can get LT or CPT as your 3rd unit if you want to. WHICH axis vehicle is the problem in this time frame? Kübelwagen? 222 and Flame HT comes after you get a officer and the 221 arrives at the same time if not later. Please elaborate the "very big early game problem" USF will have with the snare change. This change is a straight BUFF btw. Not sure why you would complain about a buff to the faction you main.
Posts: 2458 | Subs: 1
Im assuming you had a misunderstand here. The new requirements for rifleman snare is BOTH officer or a FULLY unlock platoon/company cp. Which mean, the fastest way to snare will be LT/CPT into mechanized platoon/company cp wahich cost 35+20=55 fuels. I tested it myself, with average early game income and current teching time, the sane is available at 4 minute mark if rush, but it is only when go straight đo the mechanized unlock, meaning no nade, no ambulance, no weapons rack. We all know that that usf without ambu and/or rack/nade 6 minute into the game is very close to suicidal. Take any two of those side techs into account and rifleman snare can be easily delay upto minute 6/7, meaning there can be a couple of minute of free roam for Flame HT. Thing will only get worse if someone decide to go both officer, which will make snare available at 70 fuels and event with a longer teching time, and that still without ambu and nade/rack.
Seriously, why cant you just bundled the at nade with the nade tech ??? Will it suddenly make usf broken or what ? why wasting time in trying this unrealistic double requirements stuff ? The nade tech itself can be increased to 20 fuels or require 1 officer to be able to research if it make pp happy, and still, it will be much better than current.
1 | |||||
14 | |||||
8 | |||||
8 | |||||
6 | |||||
4 | |||||
4 | |||||
2 | |||||
1 | |||||
1 |