You do realize what you're asking for here rewards ignoring cover and blobbing?
The game already does that.
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You do realize what you're asking for here rewards ignoring cover and blobbing?
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Are you serious? Do you want me to make a list of how many buffs infatry weapon have received?
How about doubling the DPS of SVT?
How about giving ST44 to VGs?
How about buffing the DPS of Assault grenadier MP40?
How about buffing PPsh?
How about buffing G43?
How about making PG/Ober available earlier?
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SVTs and Volks STG changes were over 4 years ago. I said the past 2-3 years. You're listing the handful of tweaks that I specifically mentioned. These tweaks are minor anyway, we're talking about 1-2 DPS increases at specific ranges here. Earlier PG/Obers have nothing to do with the raw TTK. And there have also been plenty of nerfs to DPS and buffs to durability of other units.
There has been no global TTK increase, period. The majority of weapons/units have not been touched (in terms of noticeable TTK increases) over the past 2-3 years. Unlike Crecer claimed to "have noticed over the past few patches". In fact I'd ague that in general the TTK has gone down a bit, because many high RNG weapon profiles have been replaced with more predictable versions.
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well, would be an interesting idea to see what would happen if all infantry DMG/ROF was reduced by 20% or so.
would be welcome by some people, me included
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So the fact that Obers and PG face infatry of lower vet with lower vet bonuses has not to do with how fast they can kill those infantries? seriously?
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Raw TTK is raw TTK. Or do you also want to compare vet 3 units to fresh vet 0 replacements? Not to mention the fact that their new timing is only relevant for a short window, up until their foes reach the specific vet or upgrade level these foes had at their old timing, after which the old TTK values kick in again because those never changed. It makes no sense including timing into a TTK comparison. Timing of a unit has to do with their efficiency. It's irrelevant when comparing raw TTK, and there would be way too many variables anyway if you'd include it.
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Huh? This would totally destroy any sort of balance we have at the moment.
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I noticed that in the latest versions of the game, the infantry is simply crazy melting other infantry. If you look at the versions of several years ago, there is no such thing. I think need to slightly slow down the pace of the game and either slightly reduce the damage for all infantry, or it can reduce accuracy or some other options.
Noone actually is quoting stats and numbers here.
I still highly doubt, that the game has become more lethal.
A lot of weapons has been moved from 1 hit killers with a lot of rng to constant damage over time.
The game has become more predictable. Thats all.
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I mean, I might argue that heavy cover -> heavy cover engagements being very slow could actually make the game more strategic. It would further incentivise the use of things such as Mortars, flamethrowers, assault teams advancing through smoke, and other specialised tools, in order to push combat in your favour.
Very strong cover bonuses combined with otherwise very high damage while out of cover might actually make blobbing less effective.
I'd agree that just outright reducing damage would be an abysmal idea, but I do think that making cover even stronger while making units absolutely melt outside of it might be interesting to consider.
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The game already does that.
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We are talking about what happen when one increases lethality and that is exactly what happens.
Not if they are going to die while moving to cover. This exactly what was happening while trying to attack IS section in cover. They would drop an enemy model on approach and the fight would be over before it began.
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Snip
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That's a possibility but it's far too great of a change. Specially with how eecky we still are with sandbags and late game abundant light cover situation. Not to mention map balance and garrisons.
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Does it need even more tho?
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Its actually funny how speaking of blobing ppl seem to forget that vCoH (with all it problems) managed to be much more punishing for ppl who blob.
Staring from the fact that inderect fire like mortars gave suppresion, LMGs had suppresion, pintles had suppresion.
In CoH2 its a) You have mass advantage b) You have just stronger inf. Have one of those and you can blob to no-end and it will effective.
All this race to "no-bullshit-wipes" while was wellcomed to some degree, just benifited blobing. Sure, loosing one squad to a demo-charge is frustrating for sure, but loosing blob to a demo-charge is a bad play which teaches you that blobing is bad.
Lowering lethality more or less fixed problem of RNG squad wipes but at the same time, nothing was brought to keep blobing less attractive to do.
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Well CoH2 is super risk free in every department. Capping has no risk, teching has no risk I don't think people would appreciate risks in coh2 at this late of a stage.
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Correcting some mistakes.
Well... in terms of suppression been given to small indirect fire, it was already tested and extremely disliked by the whole community and deems as one of the biggest mistakes done by Relic balance team.
It was applied to both the ISG and the Pack Howie and the game revolve around spamming 2/3 of them and just seeing how they would suppress and pinned everything from distance.
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