Easy spam removal without changing any unit stats
Posts: 503
With heavy tanks do what COH did with tiger, only can call in of there is none on field. I would do that for all heavy tanks doctrinal and non-doc. Or maybe allow a second but make it cost a lot more MP and fuel.
To me this avenue of capping units is much more desirable/to the point than methods such as pop cap increases and upkeep which can create new problems that make game no better off. Thoughts?
Posts: 1144 | Subs: 7
Posts: 503
This cap concept can apply in many areas and help fine tune balance at extremes without wreaking havoc on core gameplay.
Posts: 503
generally hard caps like that are an extreme last resort, and from a design standpoint is a really bad fix.
Agree it shouldn't be necessary but does the game really lose anything in accuracy or playability if we no longer see 8 maxim squads on the field for one army? Or super blobs of 1 SO and 6 fusiliers with G43 (it happened t me in team game and my infantry dropped so fast they couldn't even finish 1 clip) ?
The caps should be at extreme levels so as to allow flexibility in game play and keep players from being forced into buying units they don't want. My thought is simply that many unit performance/cost changes that need to be made in order to fix extreme problems will then result in units being underpowered when used in moderation.
Posts: 824
Posts: 63
I believe this happens in small ways in coh2, like an mg is more effective in suppressing a blob than single units, but I'm not sure
Posts: 17914 | Subs: 8
Posts: 1144 | Subs: 7
Agree it shouldn't be necessary but does the game really lose anything in accuracy or playability if we no longer see 8 maxim squads on the field for one army? Or super blobs of 1 SO and 6 fusiliers with G43 (it happened t me in team game and my infantry dropped so fast they couldn't even finish 1 clip) ?
The caps should be at extreme levels so as to allow flexibility in game play and keep players from being forced into buying units they don't want. My thought is simply that many unit performance/cost changes that need to be made in order to fix extreme problems will then result in units being underpowered when used in moderation.
if theyre at extreme levels why have them in the first place. honestly if youre fighting a blob with one squad at a time youre going to lose. consolidate your forces and use better positioning and mechanics to destroy your enemy instead of getting picked apart.
Posts: 432
if theyre at extreme levels why have them in the first place. honestly if youre fighting a blob with one squad at a time youre going to lose. consolidate your forces and use better positioning and mechanics to destroy your enemy instead of getting picked apart.
I have all these 10% JagdTiger call-in bulletins and I refuse to let Relic dictate that I can't field 4 of these units at the same time.
Posts: 331
Posts: 2396 | Subs: 1
The easiest way of stopping stuff like maxim spam is not letting support units cap the map while they are deployed and in firing position.
Posts: 331
I don't agree, support weapons should not be able to cap full stop. Infantry can capture territory as they are mobile, they can dig in, they can fire and manoeuvre and support weapons cant. HMG's are massive and they can be moved but they move while its safe to do so, same for at guns, mortars ect - they all rely on infantry to screen for them.
If you stop these units from capping then a player that chooses to go 3-4 maxims will be severely punished with loss of map control - they can still win, given good positioning but they wont be taking the whole map instantly. Same for mg42 heavy builds, the player will suffer lack of capping as a consequence. its not a hard cap and its not insurmountable, but it would be situational and skill based.
Posts: 589
The easiest way of stopping stuff like maxim spam is not letting support units cap the map - simple.
this might help but I don't think it would totally stop maxim spam.
Posts: 331
this might help but I don't think it would totally stop maxim spam.
I guess in COH 2 it probably wouldn't matter as map control generally means f all - so you are probably right.
Posts: 32
I don't agree, support weapons should not be able to cap full stop. Infantry can capture territory as they are mobile, they can dig in, they can fire and manoeuvre and support weapons cant. HMG's are massive and they can be moved but they move while its safe to do so, same for at guns, mortars ect - they all rely on infantry to screen for them.
If you stop these units from capping then a player that chooses to go 3-4 maxims will be severely punished with loss of map control - they can still win, given good positioning but they wont be taking the whole map instantly. Same for mg42 heavy builds, the player will suffer lack of capping as a consequence. its not a hard cap and its not insurmountable, but it would be situational and skill based.
except the base infantry for soviet is bad and penals are basically cons when it really comes down to what they do, bring cons or penals or better yet both into a state that makes sense and maxim spam will reduce, because at the moment a maxim squad is basically cons with a gun that can supress and deals more damage than a rifle since they have the same cost.
Livestreams
31 | |||||
21 | |||||
1 | |||||
7 | |||||
1 |
Ladders Top 10
-
#Steam AliasWL%Streak
- 1.831222.789+37
- 2.35057.860+15
- 3.1110614.644+11
- 4.643231.736+3
- 5.276108.719+27
- 6.306114.729+2
- 7.921406.694-1
- 8.262137.657+3
- 9.722440.621+4
- 10.17146.788+1
Replay highlight
- cblanco ★
- 보드카 중대
- VonManteuffel
- Heartless Jäger
Board Info
4 posts in the last week
35 posts in the last month
Welcome our newest member, Hodnefield01
Most online: 2043 users on 29 Oct 2023, 01:04 AM