IS anyone sick of "weapons lethality"?
Posts: 331
Right now its plain ridiculous - infantry cant move for one second without taking losses. How are you meant to maneuver your men?
This is especially bad for ostheer as they only have 4 man squads, and none of them have armour to soak up any damage.
I would recommend different squad/ and individual infantry health and addition of armour to most infantry types - or a simpler but worse fix of reducing small arms damage.
The reason this did not work in the early stages of the game was the terrible idea of giving each unit a secondary fire ability that basically killed most of a squad in one second with no downside.. I feel this has been addressed a little bit.
Edit: all flamers to do less damage and drastically reduce the chance of insta kill crits
Posts: 1248
Posts: 306
Im putting it out there, infantry dies way too quickly. I would say 20-30% less damage to all small arms fire and maybe 45-50% to obers.
Right now its plain ridiculous - infantry cant move for one second without taking losses. How are you meant to maneuver your men?
This is especially bad for ostheer as they only have 4 man squads, and none of them have armour to soak up any damage.
I would recommend different squad/ and individual infantry health and addition of armour to most infantry types - or a simpler but worse fix of reducing small arms damage.
The reason this did not work in the early stages of the game was the terrible idea of giving each unit a secondary fire ability that basically killed most of a squad in one second with no downside.. I feel this has been addressed a little bit.
Edit: all flamers to do less damage and drastically reduce the chance of insta kill crits
Right now I feel infantry combat is too RNG favored, Anne frankly, i dont think its the lethality thats the problem, but more of the current infantry combat system at fault.
Why is it RNG favored?
Because its always whichever squad can get the lucky 1st volley that has the advantage. Ever had a gren take a nasty volley and drop to 3 men instantly? Thats what I mean. There's no skill involved, just RNG.
I feel like if rates of fire were to increase and overall accuracy decreased, we would get more consistent performance for more troops across the board. This would also be an indirect buffage to the COVER SYSTEM as more consistency = longer engagements (also a small side help to the blobbing issue due to less burst).
Lol but knowing relic, not gonna happen.
P.S. Does anyone else feel rifle weapons should perform better at long range than short? Personally, I think most of the rifle profiles should be reworked, especially fire on the move
Posts: 331
Right now I feel infantry combat is too RNG favored, Anne frankly, i dont think its the lethality thats the problem, but more of the current infantry combat system at fault.
Why is it RNG favored?
Because its always whichever squad can get the lucky 1st volley that has the advantage. Ever had a gren take a nasty volley and drop to 3 men instantly? Thats what I mean. There's no skill involved, just RNG.
I feel like if rates of fire were to increase and overall accuracy decreased, we would get more consistent performance for more troops across the board. This would also be an indirect buffage to the COVER SYSTEM as more consistency = longer engagements (also a small side help to the blobbing issue due to less burst).
Lol but knowing relic, not gonna happen.
P.S. Does anyone else feel rifle weapons should perform better at long range than short? Personally, I think most of the rifle profiles should be reworked, especially fire on the move
Hmm yeah that happens too. I think its just an overly simplistic mechanism that translates into too much rng, and too little consistency across the whole game.
This is what happens when Relic reduces the very complex but excellent mechanics of COH into the basic and impossible to balance mechanics of COH2.
Posts: 829
I for one don't want to go back to time where one could get flanked, make mistake and just press 'R' with almost no consequence or none at all
Posts: 976
thanks
Posts: 818
Edit: this would probably also make cqb units stronger since it will be less punishing to close, but i would want them to try this and see if it makes it more rewarding to walk to cover b/c right now you can lose like several models trying to get to cover which makes it not that valuable and i think that is undesirable
Posts: 3293
i really only have an issue with the things that deal splash damage not how fast units die to regular fire just how many at a time. (aka squadwipes)
Posts: 1122
Posts: 1963 | Subs: 1
Maybe a poll would have helped to find out other's opinion.
because when at war the humane thing to do is shoot rubber bullets at eachother.
i really only have an issue with the things that deal splash damage not how fast units die to regular fire just how many at a time. (aka squadwipes)
Airsoft time!!!
Posts: 2070
Posts: 331
Just no. Your units should die, its war. Mistakes should be punished and good work rewarded.
I for one don't want to go back to time where one could get flanked, make mistake and just press 'R' with almost no consequence or none at all
You see in the good old days when you just pressed R there were consequences. You lost map control, you struggled to get it back, you lost pop cap and you slowed down tech.
None of that matters in COH2 - but its still better to have infantry battles that progress in a more linear fashion than an on/off switch live or die. In my opinion that is
Posts: 331
I'm for small arms being able to kill ( not like original COH2 release) but its over the top now.
You literally lose 1-2 guys just moving from cover to cover - thats why there are not soft retreats in this game, no real maneuvers or jostling for positions.
It's not "realistic" because firefights can last hours in real life, its not fun, because the only strat that works is stop and fire ( on the move you die cos your enemy might stop and you lose a guy or two instantly) and it does not improve the game.
There are many things they can do to improve it - but the outcome I'd like is a more linear and slower progression when it comes to small inf combat - so you could scout enemies, soft peddle away, out maneuver the enemy without instantly losing half your squad in one second - even builder units can wipe out one model in a single volley.
Posts: 935
Posts: 273
Posts: 368
Just no. Your units should die, its war. Mistakes should be punished and good work rewarded.
I for one don't want to go back to time where one could get flanked, make mistake and just press 'R' with almost no consequence or none at all
You see in the good old days when you just pressed R there were consequences. You lost map control, you struggled to get it back, you lost pop cap and you slowed down tech.
None of that matters in COH2 - but its still better to have infantry battles that progress in a more linear fashion than an on/off switch live or die. In my opinion that is
Posts: 2779
during late game, infantry die either too fast or they don't die at all (vet 5 volks)
THIS
Reason that I quitted it.
Posts: 829
You see in the good old days when you just pressed R there were consequences. You lost map control, you struggled to get it back, you lost pop cap and you slowed down tech.
None of that matters in COH2 - but its still better to have infantry battles that progress in a more linear fashion than an on/off switch live or die. In my opinion that is
I think you are talking about VCOH. I am talking about early days of COH2 when it took 5 minutes to de-crew HMG. And you could have 2 sips of coffee before retreating without losing single model.
BTW, in COH units died quite quickly too but there was far less squad wipes from mortars, tanks, etc. And all these medium ranged rocket launchers (Zis etc) do a lot of squad wipes that didn't exist in COH, pretty much.
Maybe I am wrong, but I think your problem might be there. Not infantry wiping infantry late game.
Thats what I really dislike about infantry survaivability.
Posts: 62
Posts: 331
I think you are talking about VCOH. I am talking about early days of COH2 when it took 5 minutes to de-crew HMG. And you could have 2 sips of coffee before retreating without losing single model.
BTW, in COH units died quite quickly too but there was far less squad wipes from mortars, tanks, etc. And all these medium ranged rocket launchers (Zis etc) do a lot of squad wipes that didn't exist in COH, pretty much.
Maybe I am wrong, but I think your problem might be there. Not infantry wiping infantry late game.
Thats what I really dislike about infantry survaivability.
I remember the early COH2 days too - they were terrible, but even more so due to the secondary fire ability where molatove could burn 3 men in half a second, and rifle nade dide the same. Combine that with inf units barely doing any damage and there be no real pressing need for munis, every single engagement ended up in molotovs being thrown and ost running back to base.
In COH the units can indeed die quickly ( getting cught up close to mg fire, non fighitng units getting focus fired, being out in the open with more than one squad shooting or a powerful squad engeging them at their optimal range etc but it was good that way.
As it stands now, a combat engineer unit can take on a gren unit in the beginning of the game and win - and its not some rarity. Its reproducible and happens a lot.
I totally agree with your other points too - just adding in clarification.
Livestreams
8 | |||||
206 | |||||
32 | |||||
26 | |||||
1 | |||||
1 |
Ladders Top 10
-
#Steam AliasWL%Streak
- 1.831222.789+37
- 2.34957.860+14
- 3.589215.733+4
- 4.1101614.642+2
- 5.305114.728+1
- 6.916405.693-2
- 7.272108.716+23
- 8.721440.621+3
- 9.1041674.607-2
- 10.17146.788+1
Replay highlight
- cblanco ★
- 보드카 중대
- VonManteuffel
- Heartless Jäger
Board Info
8 posts in the last week
38 posts in the last month
Welcome our newest member, debethiphop
Most online: 2043 users on 29 Oct 2023, 01:04 AM