We're currently reviewing weapon teams, I feel we have some solid solutions which should resolve the majority of concerns listed.
A hint would be nice. Just a smidgeon.
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Permanently BannedWe're currently reviewing weapon teams, I feel we have some solid solutions which should resolve the majority of concerns listed.
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Riflemen vs. volks duking it out in green cover was what made vCoH feel epic. Let's get back to that.
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A hint would be nice. Just a smidgeon.
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A hint would be nice. Just a smidgeon.
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Permanently BannedYou have no idea how hard it is to not tell you what the change is!
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LoL it happens to me everytime...MG 42 spam,flank,throw molotov,guy picks up mg,runs 100 yards with it,faster than my conscripts and then same old story : surpress,pin,retreat....and gg ...I guess thats how the Soviet Union won the war,everyone in the German Army was retreating from non-flammable molotovs until they reached Berlin
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To Peter: I really think you're a nice guy and mean no disrespect but:
How can you guys make such mistakes regarding balancing a game? When you made the MG42 go from 3 to 4 men did you not look further than "We want them to be more durable vs clowncars/flamers?"
To be honest it really baffles me. Especially because this game uses the same fundamentals CoH1 does: a game that has been patched and balanced for 7 years. The whole MG42/flanking mechanics could've basically just been copied from there. It feels to me like you guys are trying to reinvent the wheel here.
What were you thinking when you made the game so an MG42 could just stand in flames, pack up and relocate while taking close to zero damage? How on earth was it approved that conscripts can just chase an MG42 walking all over the map doing pretty much no damage?
In my opinion this is not a matter of tweaking flanking balance a bit, it needs BIG changes.
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To Peter: I really think you're a nice guy and mean no disrespect but:
To be honest it really baffles me. Especially because this game uses the same fundamentals CoH1 does: a game that has been patched and balanced for 7 years. The whole MG42/flanking mechanics could've basically just been copied from there. It feels to me like you guys are trying to reinvent the wheel here.
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Primary offensive based flanking tactics has always been sub par option in the early game compared to other strategic choices. To be honest any little bit they adjust to fix the game in this department I will be happy.
Especially those who completely ignore factual posts about actual stats such as Cons vs Grens REPEATEDLY.
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To Peter: I really think you're a nice guy and mean no disrespect but:
How can you guys make such mistakes regarding balancing a game? When you made the MG42 go from 3 to 4 men did you not look further than "We want them to be more durable vs clowncars/flamers"?
To be honest it really baffles me. Especially because this game uses the same fundamentals CoH1 does: a game that has been patched and balanced for 7 years. The whole MG42/flanking mechanics could've basically just been copied from there. It feels to me like you guys are trying to reinvent the wheel here.
What were you thinking when you made the game so an MG42 could just stand in flames, pack up and relocate while taking close to zero damage? How on earth was it approved that conscripts can just chase an MG42 walking all over the map doing pretty much no damage?
In my opinion this is not a matter of tweaking flanking balance a bit, it needs BIG changes.
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Its very probable that the people in charge of this game/project are not the same ones that made the original game.
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or maybe they just wanted to make a different game and not a vCoH with updated graphics???