This discussion is going nowhere lmao.
That was rather obvious from get go, when it was proven without a question that one side of the discussion never even used the feature he claims OP and builds all argument around it.
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This discussion is going nowhere lmao.
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You're missing the point. You can tune how much recovery is worth it by just adjusting a simple slider of how much original cost you need to pay. If the truck is fragile, artillery could just shoot the wreck both to remove the wreck as well as to attack the recovery vehicle. Which in turn is not for free, too. But all this discussion is just for dives. Most vehicles die near the front line, where the long recovery process is way more risky.
That not all factions have it can indeed cause balance issues, but my point was that I do not agree with your specific suggestion due to aforementioned reasons. The current system is design wise fine. If that's true for balance as well, we will see.
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The biggest problem is that it punishes you for making good plays. Trading for example a greyhound/8rad for 1-2 squads probably isnt worth it anymore (especially vs dak since its.............nondoc XD ).
Base diving practically cannot be done unless you are ending the game or 100% know your opponent cannot recover your vehicles. Whats even more ludicrous is the fact that only TWO of the four factions actually have it. So DAK can dive brits no problems, but god forbid if you try to counter dive.
Edit: Not to mention its already plenty fucking strong, it gets combat repairs. so you have to target it with AT (meaning its basically tanking damage for your tanks, which is an incredibly good thing and puts you ahead in trades) or they have to do far more damage while you cycle in tanks while pressuring, and since your opponent (if they are wehr) dont get anything like that, they inevitably fall behind in the trading and eventually lose. I did this vs cataclaw with great success.
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When it comes to dives in coh2 it is safer to dive contrary to what you have claimed:
In coh2 there is a slight chance the the vehicle might be abounded, in COH3 there is high probability that the defended might be able to recover his artillery vehicle and the vehicle that dived (for a cost).
As for "just adjusting a simple slider of how much original cost you need to pay" imo there is nothing simple about that. One has to balance the cost across all modes and so accurate that its worth building the recovery track but not being op and one has to do that for all vehicles and all commanders.
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I also noticed most fresh wrecks are so fragile they can be easily ran over, and don't seem to bounce shots like wrecks in coh2
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I understand what you're saying but do you believe the cost of building a recovery vehicle plus the recovery cost of the wreck will be worth it? Maybe for a tiger but I doubt it for other vehicles. I tried to recover a medium tank once and it took age to do it and on top of it you still need to repair it afterward.
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In the match i did use it vs Cataclaw, it not only secured me a massive advantage, when i dealt a crippling blow is was about to ressurect his dead panther. Just having that ablity at the press of a button deals a massive mental blow because any loss they take they have to destroy the wreckage of no matter what or suffer greatly.
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You didn't understand what I wrote in my posts.
I clearly said that diving in CoH3 is not as viable as in CoH2, therefore artillery cannot be as oppressive as it was in CoH2 as well, because otherwise we'd get even heavier arty feasts than we have now.
Your last point applies to literally everything in the game. Your suggestion of gathering wrecks to build an enemy unit also does not scale independently of game modes. My whole point was that your suggestion adds a very convoluted system that takes away focus from microing your troops. The current system is at least easy and streamlined in many ways. We'll have to wait for the release to see how the economy works out, especially across different modes.
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In the match i did use it vs Cataclaw, it not only secured me a massive advantage, when i dealt a crippling blow is was about to ressurect his dead panther. Just having that ablity at the press of a button deals a massive mental blow because any loss they take they have to destroy the wreckage of no matter what or suffer greatly.
Remember how people started destroying all wrecks in CoH2 against OKW to deny them salvage and then the same happens vs soviets when they picked their salvage doctrine?
That is going to happen.
Dives will remain risky, but then again, dives are not as needed due to lack of abundance of batshit insane rocket trucks.
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original:
"Having vehicles generally recoverable could mean some good news for overall gameplay. Artillery can not be as strong anymore in large games, because the main counter to arty at least in CoH2 was diving a tank, which in turn is only viable if you don't hand over your vehicle to the enemy. "
By "can not" do you mean it will be less oppressive or it should be designed to be less oppressive?
Yet from first look of COH3 the easy access to healing/reinforcement in map it seem that the game will require strong artillery or else it will static camping around these points.
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I don't get why you quote this twice now...
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Remember how people started destroying all wrecks in CoH2 against OKW to deny them salvage and then the same happens vs soviets when they picked their salvage doctrine?
That is going to happen.
Dives will remain risky, but then again, dives are not as needed due to lack of abundance of batshit insane rocket trucks.
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