Current gripes and complaints (1/31/2018)
2 Feb 2018, 11:53 AM
#21
5
Posts: 615
Had to tidy some points of conflict up to keep the post clean...so stay on topic!
2 Feb 2018, 14:59 PM
#22
Posts: 2636 | Subs: 17
The problems all start with current LMG design that requires A-move level micro and have super-good reliability, due to their rate of fire.
The moment LMGs can reliably mow down advancing troops at mid-to-long ranges, short range troops cannot afford to start losing close-range fights due to RNG.
Thus, close-range troop short-range DPS cannot be RNG. Given that there are not enough parameters to control the distribution of DPS in other ranges, this forces long-range DPS to also not be RNG for such troops. Since powerful LMGs are available to even the cheapest and most spammable mainline infantry, there have to be effective counters to it.
Ideally, if damage could also be affected by range, we could have made Conscript DPS more reliable at mid-close while keeping it unreliable at far. However, that is not feasible with the mod tools. Also even if it were feasible in the mod tools, any modification to DPS curves would require orders of magnitude more testing than the one we could pool together.
The big shame, imo, is penetration curves for tanks which are mostly almost flat. Ideally, you want to incentivise tanks to close the gap to get penetrating shots, rather than force tanks to rely on RNG rear-armor hits as they currently are.
Squad-combat wise, there is still a lot of RNG in the game when it comes to model drops for squads that don't carry slot items.
Hopefully in CoH3 relic will not carry over current LMG design, or keep penetration values through the roof, and then you can have some meaningful RNG.
The moment LMGs can reliably mow down advancing troops at mid-to-long ranges, short range troops cannot afford to start losing close-range fights due to RNG.
Thus, close-range troop short-range DPS cannot be RNG. Given that there are not enough parameters to control the distribution of DPS in other ranges, this forces long-range DPS to also not be RNG for such troops. Since powerful LMGs are available to even the cheapest and most spammable mainline infantry, there have to be effective counters to it.
Ideally, if damage could also be affected by range, we could have made Conscript DPS more reliable at mid-close while keeping it unreliable at far. However, that is not feasible with the mod tools. Also even if it were feasible in the mod tools, any modification to DPS curves would require orders of magnitude more testing than the one we could pool together.
The big shame, imo, is penetration curves for tanks which are mostly almost flat. Ideally, you want to incentivise tanks to close the gap to get penetrating shots, rather than force tanks to rely on RNG rear-armor hits as they currently are.
Squad-combat wise, there is still a lot of RNG in the game when it comes to model drops for squads that don't carry slot items.
Hopefully in CoH3 relic will not carry over current LMG design, or keep penetration values through the roof, and then you can have some meaningful RNG.
2 Feb 2018, 15:12 PM
#23
Posts: 13496 | Subs: 1
LMG can probably be reworked to work like the old Kubel becoming deadlier the more the unit remain stationary.
Finding the balance between lmgs dominating and infantry being able to frontally walk on them can be tricky. One could add some sort of deterrent on frontal assault like grenades.
Weapon upgrades on cheap squads should come with penalties while on elites with bonuses.
Tanks could have roles similar to infantry some being good at range other close up.
If their is a coh3 I hope they implement real front/side/rear/top armor else tank fight will remain problematic.
2 Feb 2018, 16:41 PM
#24
Posts: 2742
Well, aim times, cooldown, and reload times can be affected by range, and that is kind of what limits lmgs at close range.
Over the years I've watched many an lmg grenadier fail to fire off a single burst against an enemy squad that geta on top of them. Close range aim time being high on lmgs means the lmger would be constantly trying to reposition to aim as enemy soldiers moved around.
Narrow arc of fire on lmgs really impacts their CQC performance.
Not sure what possible role lmgs could serve if they can't be reliable at mid to long range.
Being stationary is a pretty big restriction too. Only obers really defy that, although so can paratroopers with terrible effectiveness.
And neither of those I would call cheap spammable, mainline infantry.
The problems with lmgs in coh2 have been less the lmgs (at least since the original lmg34 was nerfed) as it has been the squads that can access them.
Double lmg34 obers for instance are ridiculously overpowered... against infantry. And infantry only.
Over the years I've watched many an lmg grenadier fail to fire off a single burst against an enemy squad that geta on top of them. Close range aim time being high on lmgs means the lmger would be constantly trying to reposition to aim as enemy soldiers moved around.
Narrow arc of fire on lmgs really impacts their CQC performance.
Not sure what possible role lmgs could serve if they can't be reliable at mid to long range.
Being stationary is a pretty big restriction too. Only obers really defy that, although so can paratroopers with terrible effectiveness.
And neither of those I would call cheap spammable, mainline infantry.
The problems with lmgs in coh2 have been less the lmgs (at least since the original lmg34 was nerfed) as it has been the squads that can access them.
Double lmg34 obers for instance are ridiculously overpowered... against infantry. And infantry only.
2 Feb 2018, 16:45 PM
#25
Posts: 4474
this is a good idea maybe even give more bonus damage on cover
LMG can probably be reworked to work like the old Kubel becoming deadlier the more the unit remain stationary.
Finding the balance between lmgs dominating and infantry being able to frontally walk on them can be tricky. One could add some sort of deterrent on frontal assault like grenades.
Weapon upgrades on cheap squads should come with penalties while on elites with bonuses.
Tanks could have roles similar to infantry some being good at range other close up.
If their is a coh3 I hope they implement real front/side/rear/top armor else tank fight will remain problematic.
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