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russian armor

Allied inf should also have dmg reduction to AT Satchel

2 Sep 2021, 15:06 PM
#41
avatar of leithianz

Posts: 472

Do you also take into account that almost all Axis squads are 2 models less than Sovies squads?


Does that has to do mean something on this topic?

If so, why not go and argue to get dmg modifier over all indirect fire?

Oh wait, gren already has one :)
3 Sep 2021, 08:48 AM
#42
avatar of Vipper

Posts: 13496 | Subs: 1



Kinda tired of you manipulating own words. I'll just walk away.

But just one last thing, I have not touched the title. One of the site manager did. So don't blame me for that.

That is unfortunate since apart from the unjustified hostility I found the debate interesting. I know I learned some things and I guess you learned some things also.

Apart from the unfortunate title and OP I would go as far as to say that there might even be some merit in the thread. For instance if someone suggested tha the kill radius vs friendly units should be reduced I would agreed.

My suggestion would include:
Create a new weapon so that satchel and AT sachel can be balanced separately

Remove engine damage from normal satchel

possibly remove engine from AT satchel also and reduce AI damage from AT satchel since it would be lower reword
3 Sep 2021, 13:39 PM
#44
avatar of JulianSnow

Posts: 321

Does that has to do mean something on this topic?


You really don't understand that 4 grenadiers is less than 6 conscripts? Thus the amount of HP present differs and (maybe) the intended damage across models is therefor compensated by a modifier like this?

Though I'm obviously not on the balance team.



It doesn't seem like a big issue online, so why the fuss.
3 Sep 2021, 20:31 PM
#45
avatar of vgfgff

Posts: 177



You really don't understand that 4 grenadiers is less than 6 conscripts? Thus the amount of HP present differs and (maybe) the intended damage across models is therefor compensated by a modifier like this?

Though I'm obviously not on the balance team.



It doesn't seem like a big issue online, so why the fuss.


I can't believe that in this age still have someone stuck with 4 men argument.while 4 men squad already can beat 6 men squad easily.

DAMAGE MODIFILER will effect per man not whole squad.
4 Sep 2021, 14:12 PM
#46
avatar of leithianz

Posts: 472



You really don't understand that 4 grenadiers is less than 6 conscripts?


No what I don't understand is what does that has to do anything with current topic. Since it also affects OKW (which by default 5 men & PF can be upgraded to 6 men) and all other units. 4 men mainline infantry is surely sometimes a pain to play with (one mine explode = insta retreat required or can't recruit mg/at after 1 man die), but it surely comes in a different advantage such as lmg & 20% dmg reduction at vet 3.
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SHOUT IT OUT!

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Willy Pete: I think it was nuts with any engine damage. Especially on superheavies
Today, 07:03 AM
aerafield: Personally I think without the ram ability, it's worse than loiters for example
Today, 00:09 AM
Willy Pete: It combined well with most slowing abilities, not just ram stuns
Yesterday, 23:36 PM
Willy Pete: Only??? I think not being able to shoot it down and the ramp up effect also had something to do with it
Yesterday, 23:34 PM
Willy Pete: Really
Yesterday, 23:30 PM
aerafield: AT overwatch was broken only because it came with the faction of T34 ramming
Yesterday, 22:29 PM
Willy Pete: Love to see Relic really learning from their past mistakes. Let's bring back the dumbest ability in coh2, and charge money for it
Yesterday, 20:34 PM
Willy Pete: New DAK commander will have AT overwatch as alternate choice to elefant
Yesterday, 20:33 PM
aaa: Funy thing new players dont know that. And are trying to compete vs hacks
Yesterday, 10:33 AM
aaa: Online gaming is trash in general, not just coh. On high level there are all cheats in most games
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aaa: 2 cheaters in 3 days. MH and DH
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aerafield: I am a simple man, I build Humvees with Pathfinders and Missile Launchers inside, I am happy
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Lady Xenarra: aerafield lamevee spammer confirmed :nahnah:
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aerafield: those who know, know: https://www.reddit.com/r/CompanyOfHeroes/s/fPk4yLIgmK
Last Tuesday, 15:40 PM
adamírcz: Might be onto somethin here, combine side armour existing, maps where flanking is a viable option, and hopefully also heavies actually being less manouverable than mediums (lookin at you coh2), and it might be fun gameplay
Last Monday, 13:39 PM
Willy Pete: Shouldn't coh3 heavies actually have insane front armor values? The glory days of 400+ Kt armor wouldn't be as bad when side armor is a thing. Not to say its a good idea lol
Last Friday, 23:14 PM
aerafield: But then again, maybe CoH3 superheavies should actually have insane armor values because the whole game is designed for the clumsy & inept anyway :snfPeter:
Last Friday, 23:04 PM
aerafield: It's like you have to coordinate an entire orchestra of abilities and the correct units, meanwhile your opponent just clicks his 1 superheavy tank occasionally...
Last Friday, 23:01 PM
aerafield: the giga frontal armor also made these units too oppressive in average or low ELO games
Last Friday, 22:59 PM
aerafield: Massive HP pool but reasonable amount of armor is way healthier design
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