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russian armor

HMGs - remove capping ability

14 Dec 2016, 21:35 PM
#21
avatar of Bulgakov

Posts: 987

jump backJump back to quoted post14 Dec 2016, 18:17 PMSwift
Don't remove capping ability just make it like it is in DoW II: make it so a unit cannot set up if it wants to capture.

Poll edited to be more open-ended.


So if a Maxim is sitting idle, capturing and an enemy unit approaches, it stops capping, sets up and starts firing?

It would be the same situation with a tiny delay for the Maxim spammer. The maxim would push off the enemy unit, then cap in the 60 seconds it takes said unit to retreat and come back.
14 Dec 2016, 21:36 PM
#22
avatar of Bulgakov

Posts: 987

All weapon teams should NOT be able to cap if you ask me, not just MGs.


You're right, all support weapons. AT, MG, Mortar.
14 Dec 2016, 22:14 PM
#24
avatar of Mistah_S

Posts: 851 | Subs: 1

@OP Nope, bad idea. It would butcher Ostheer's map control even further, since you NEED and mg42 and can't spend the manpower on some other capping units.

As for other suggestions for removing cloak from rakettens. If you do so, you need to remove the raketten. The thing can't do much without its cloak.

The problem with maxim spam is that there are 6 guys in a maxim weapon team. If you have 3 or 4 maxims in buildings, you are in a bad world of pain. We must be careful with nerfing maxim, it can be cast into horribleness easily again.


Cloth on the ball as always
15 Dec 2016, 00:29 AM
#25
avatar of ZombiFrancis

Posts: 2742

In COH1 units had to 'use' a territory point to capture it. Units capping were more or less like repairing units or units in red cover.

I don't see why this mechanic can't be reintroduced in addition to the cap circles.

Cap circles offer no debuffs, and they allow for capping progress to be frozen. This is not a bad mechanic.

BUT, if units could pack up their team weapons or plain infantry could 'active' cap to break this 'freeze' it might prove to be a meaningful game mechanic. A player might decide it's worth to put a squad into considerable harms way to get that last 1% before retreating.

At least I think so. It doesn't have to be either-or.
15 Dec 2016, 10:49 AM
#26
avatar of __deleted__

Posts: 4314 | Subs: 7

this change would broke 1v1 balance and furthuremore nerfs factions that relys on their hmgs (ost ukf) to survive against mobile factions like usa or okw
15 Dec 2016, 10:55 AM
#27
avatar of DonnieChan

Posts: 2272 | Subs: 1

15 Dec 2016, 10:56 AM
#28
avatar of Australian Magic

Posts: 4630 | Subs: 2

Such change would kill the pace of 1v1 games.
15 Dec 2016, 12:08 PM
#29
avatar of wuff

Posts: 1534 | Subs: 1

If a weapon crew is set up they capture at 75% the normal rate, if not, 100%.

15 Dec 2016, 12:36 PM
#30
avatar of Cultist_kun

Posts: 295 | Subs: 1

The only way it could be emplemented correctly - allow weapon teams to cap points only if they are not set up. Because sometimes its kinda dumb when you can rush cut off point deploy MG on it and not only defend it but cap it aswell.
15 Dec 2016, 12:51 PM
#31
avatar of ElSlayer

Posts: 1605 | Subs: 1

The only way it could be emplemented correctly - allow weapon teams to cap points only if they are not set up. Because sometimes its kinda dumb when you can rush cut off point deploy MG on it and not only defend it but cap it aswell.

That will punish every MG except maxim.
15 Dec 2016, 12:57 PM
#32
avatar of SirWinshue HueHue

Posts: 118 | Subs: 1

Permanently Banned
The many naysayers on the poll proves the popularity of this meta among wheraboos who build 2/3 MG42s, cap ponits and then sit down in concrete beiuldings like paraziates. These good days has to come to an crushing end, my dear.


I encourage our beautiful Sir Mr.Smith to remove this ability for this week preview.
15 Dec 2016, 14:49 PM
#33
avatar of ZombiFrancis

Posts: 2742

I don't understand the logic that this could cripple Ostheer.

Especially if its an addition that doesn't remove current mechanics.
15 Dec 2016, 15:04 PM
#34
avatar of Budwise
Admin Red  Badge
Donator 11

Posts: 2075 | Subs: 2

Man vCOH must have been terrible! lol

AT guns and MG's should have to hard cap, meaning stop and raise the flag instead of just being in the circle, and they shouldn't be able to fire while capping. vCOH had this right and COH2 totally removed a very important strategic decision because like all things COH2 they want you to have your cake and eat it too.
15 Dec 2016, 15:28 PM
#35
avatar of EtherealDragon

Posts: 1890 | Subs: 1



Your hyperbole is deafening.

It would only have a noticeable effect on Maxim spam. How many points do you cap with your MG42? 1? 2? C'mon, relax man...

Not sure about your supposition that support weapons cap slower. You should check that idea.


You've clearly never watched casts of top players like Gentlefox who will often go 2X Pioneer 2X MG42 and rush into Tier 2 units as OST. Never mind that UKF units are so pricey that you often only build 2 units before teching.

If Vickers or MG42 can't cap then that means you only have 2 capping squads for the first several minutes. If you don't think that's a big deal try capping with only 2 Rear Echelons or 2 Volks Grenadiers and see how your resource income fares against your opponents.

Even if it doesn't hurt the factions too bad then it really limits your potential build orders which is objectively terrible for the game.
15 Dec 2016, 16:30 PM
#36
avatar of Cultist_kun

Posts: 295 | Subs: 1


That will punish every MG except maxim.


I would punish Maxims, because if you will play aggresively against maxims, not defensively you would simply out-cap maxims, not to mentions that thouse few aditinal seconds set up time on points will allow you to flank maxim or throw nade.
15 Dec 2016, 18:53 PM
#37
avatar of Vuther
Senior Moderator Badge

Posts: 3103 | Subs: 1

jump backJump back to quoted post15 Dec 2016, 15:04 PMBudwise
Man vCOH must have been terrible! lol

AT guns and MG's should have to hard cap, meaning stop and raise the flag instead of just being in the circle, and they shouldn't be able to fire while capping. vCOH had this right and COH2 totally removed a very important strategic decision because like all things COH2 they want you to have your cake and eat it too.

Capture rates also varied more heavily there with plenty of examples that capped (or could at some point) a good bit faster, and weapon teams were a bit cheaper with taking up a lot less population. Certainly obvious that it could be replicated again, though.
16 Dec 2016, 01:27 AM
#38
avatar of wouren
Senior Social Media Manager Badge

Posts: 1281 | Subs: 3

I disagree with removing capping, but if it was implemented cons and grens would need capping speed buffs.
16 Dec 2016, 02:29 AM
#39
avatar of ZombiFrancis

Posts: 2742

jump backJump back to quoted post15 Dec 2016, 18:53 PMVuther

Capture rates also varied more heavily there with plenty of examples that capped (or could at some point) a good bit faster, and weapon teams were a bit cheaper with taking up a lot less population. Certainly obvious that it could be replicated again, though.


There were also more than three resource points too. And real strategic points.

Generic resource points de/capture so fast that it hardly matters anyway.
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