What this patch did was bring the Sturmtiger back, not restrict it.
Before this patch, Sturmtiger was effectively buildable by zero out of six commanders. Now it is buildable by one of them. Panzer IV was buildable by one, now by six. Any way you look at it it's an incredible increase in strategies.
The buff that brought it back was not possible until it was locked away in a suitable doctrine.
There is no ethical breech here. If they didn't swap it with another exclusive unit that would be different, I suppose. I am sure people frothing at the unethicality of it all will have no problems using the Panzer IV J while complaining how unethical Relic is being.
We have a prime example of the tail wagging the dog here. The change is incredibly beneficial for balance, diversity of available strategies and the maturity of the faction, opening new doors previously closed to both the players who had the commander and those who didn't have him. You want to take this away from us because... what? What is the perceived benefit of reverting this change, that justifies losing what we just gained? |
I am not in favour of removing demolition charges. They add a net positive effect to the game as they do punish blobbing. It should also be noted that Soviets don't really have a wide arc MG to deal with blobs. Furthermore, 90 ammunition is not a small investment. Do you not vary your positioning in the capping circle?
I think that suggestion someone made would be a great starting point : reduce cost to 75 ammo, add a 2.5 second timer after clicking the detonate button. Now the demo player has to time and anticipate enemy movements, and suddenly a nobrainer 1 click squadwipe turns into a more of a skill based ability. You can still use them to lure the enemy into conveniently constructed cover or abandoned team weapon, for example (which IMO should be a legitimate tactic for demo ambushes). They can then also reliably be disarmed by sweepers (you can no longer time your demo to explode just before the sweepers touch it).
You know how with demos you wait for THAT EXACT MOMENT where it will maximize the kill potential? Well it will be impossible with this system.
Reduced price would further enrich the game as it would make demos more useable in demolishing bunkers, buildings and trucks, which should be the primary usage for it.
For the record, I would have no problems with such a demo charge being given to all factions.
Alternative is to tie it to a 150/30 research.
All this goes for Soviets. They are only in two doctrines for US and I think it would not be fair to gimp AssEngies further.
I would rather see any one of the above changes than the elimination of demolition charges. |
The wording was vague, something to the point of 4 million "units". Perhaps individual DLC commander purchase was counted. Or WFA and AA were separate from this graph. Et cetera. |
Fine then, I wasn't aware of that. Then at least your argumentation makes sense. So you are in favour of nerfing both the German and the Soviet sniper? Thank you for that, I will try to be similarly fair to your arguments in the future.
Yeah I pretty much hate the way snipers are implemented in CoH2 (better than CoH1, but still). Do you think I like it when my 360MP investment goes down the drain due to a lucky RNG roll the second I look away? I curse RNG as much as the next guy and realize that a fragile unit dying to a lucky RNG roll is frustrating.
While Soviet snipers were more survivable, I was pretty much against them and I abhorred Sov cheese. God knows Ostheer sniper needed a buff but if it is too survivable it is a good way to inflict one-way manpower bleed on an opponent. |
And where have you been all the time when Soviet Snipers were much more survivable than the German Sniper? When they had even a Sprint ability allowing them to get out of all kinds sticky situations? .
Here are just several of my posts where I savagely attack the Soviet Snipers, there are many more if you look for it:
http://www.coh2.org/topic/23339/title/post/210136
http://www.coh2.org/topic/23339/title/post/210060
http://www.coh2.org/topic/29809/title/post/273502
Some of my own quotes:
"Soviet snipers are the epitome of bad game design."
"they break everything that is supposed to be the defining characteristic of the unit, and replace it with a completely incongruous set of superpowers. These snipers can sprint away from infantry, cloak, turn around on a dime and shoot running, advancing infantry in the face with 100% efficiency, then continue sprinting away."
And? Now what? |
Because RNG needs to go, By that logic, accuracy / target size calculations should be removed, as well as penetration / armour mechanics, altogether? Scatter should be removed from mortars and arty? How the hell will you model a WW2 game without these?
It takes alot of micro and time to get the sniper to vet 3 and generally he still reaches that level 15-20 min into the game with perfect micro and assuming he was one of your first purchases (which should never be), he shouldn't get killed by a random rocket or mortar/AT gun that randomly fired and managed to fully hit him. If it is "perfect" micro, then how did a Katyusha rocket manage to hit him?
You are supposed to babysit your sniper. If you wanted a squad that is resilient to RNG, you should have bought a squad that doesn't have cloak and instakill crits. |
So people think that a DIRECT hit of a Katyusha rocket should not kill a Sniper? Not even discussing realism now.
Maybe if a T4 late game dedicated indirect artillery unit opts to use its telegraphed, dodgeable barrage on a single infantry unit (designed around a risk / reward mechanic), and if said artillery happens to land a lucky rocket straight into said infantry unit out of its ridiculously large circle of effect, maybe, just maybe, it is not unfair to call BS on the video.
Out of curiosity, what do people think should happen if a Katyusha fires into a sniper, and the Ostheer player fails to react? If a direct hit cannot kill the sniper, with the scatter of individual rockets and the time between rocket clusters, this means you people actually think Katyushas should not be able to kill Ostheer snipers whatsoever unless the player is a brainless, microless noob and sticks around for the full barrage?
Do people really think that Kats should be that harmless? That a 360MP unit should survive indirect arty simply because it's expensive?
Risk and reward, people. If a Kat can't kill the Ostheer sniper even with the help of RNG gods, then where is the risk, precisely? |
The problem is that baseline obers provide far to little for 400 mp. nothing more then slightly stronger grenadiers I disagree, people are just used to them completely and effortlessly pwning everything in sight. I would say they provide enough survivability and DPS for a 400mp infantry unit. Looking at Paras, Falls and PzGrens for comparison of cost effectiveness.
They are not "slightly better Grenadiers", they are Ultra-grenadiers. Long range firepower out of the box, much more accurate kars, with an exponentially more powerful, but same-cost, LMG upgrade, better received acc modifiers, and insane veterancy bonuses. |
I wouldn't call 180 fuel with 2/3'rds income more expensive exactly "slightly". Me neither. Fortunately, compensating for fuel income is wrong when discussing unit effectiveness, it only factors when discussing unit timing, therefore we can stay at "slightly".
I don't see people waive all the goodies OKW gets to compensate for the resource penalty by faction design, such as better specialist units (Stuka, JPIV, Obers), 5 levels of veterancy, and the option to set up forward bases. You can't embrace all that and then still complain about the resource penalty and factor it in when trying to compare, say, the KT to the IS2.
A 100 fuel OKW vehicle should be equivalent to a 100 fuel Ostheer/Allied vehicle, NOT a 150 fuel one. End of story.
All that said, I will agree with the call-in problem in general. |
KT is still worth every penny.
If it is slightly more expensive fuelwise than IS2 it might have something to do with the fact it has an incredibly powerful neutron blaster of doom attached to the turret. |