It's like super intense with T34's, P4's, Panthers, ..
Aaaaaand there they are, KT JT and ISU... Same old, same gardening old.. Nailed it.
Heavy tanks should be a rare thing. Currently they are almost seen more often than mediums. In the current meta this may be fine, let's say for the sake of argument they are even perfectly balanced. Even so, from an authenticity standpoint (note I am not saying "realism"), as a casual-level ww2 buff, I have a nagging subjective feeling the heavies should be less frequently seen.
From a "feel" perspective, pouring so much firepower, armour and popcap into a single unit is sort of detrimental to everything CoH stands for. It shifts warfare from wars of maneuver, infantry wars and flanking to single-point boss unit siege breakthroughs.
Sure, who DOESN'T like to control the iconic lumbering behemoths of WW2? But having multiple of them in every game really decreases that uniqueness factor. It makes something that should be rare and awesome into something mundane. |
Your right, I am not debating your point.
Because having half a sniper would just be silly.
Exactly, and since there is two the cost should be increased proportionally. |
Nice use of percentages, now let use numbers.
That just makes zero sense and is being intentionally obtuse. Thanks for not debating my point in a meaningful manner, I guess.
Ok, Axis core squads cost 66% per entity in all cases except Sniper. Care to debate that? |
Axis mortar : better stats, 4 guys, 240mp.
Soviet mortar: worse stats, 50% more guys, same cost
Axis MG : some stats better, some worse, 4 guys, 240mp
Soviet MG : some stats better, some worse, 50% more guys, same cost.
Axis sniper : better stats, 1 guy, 360mp
Soviet sniper: worse stats, 100% more guys, same cost.
One of these is not like the others. Can you spot it? |
Lone player reporting. Pretty sure there is no way you are finding me a teammate.
Player name : drChengele
Steam ID : 76561198002493220
Map: Meh
Faction : OKW or Sov
Country : Serbia |
This is a prime example of what a BALANCE patch should be. No messing with tiering systems, squad loadouts (sov sniper anyone?) etc. For example, I would be tempted to change T34 costs and stats and squad loadouts to better fit my "vision" of the game. Cruzzi didn't do that. He just took the existing game, completely respecting the developer's vision of it, and applied much needed balancing, but not too much.
All the changes seem more than reasonable (on paper at least). Even if some prove be a bit too much, that's easily rectified by finding a sweet spot. |
I mostly play team games, plenty of JPIVs there. Guess they get to shine a bit more easy in a target rich environment. |
There is RNG and then there is RNG.
A good commander should be able to adapt around battlefield setbacks. But some things do have a huge impact on how the game turns out. Squad wipes have such an enormous impact. Losing the first four riflemen sets you back 28 manpower apiece, losing the fifth one sets you back 168 manpower and all the veterancy. Sometimes losing the fifth guy hinges on a few rifle shot rolls. However, every player can skill their way around this by retreating in a timely manner or staying in cover when faced with tanks. Or, enemies can cut off a retreat path with sturmpios and get rewarded etc. The point is, RNG alone cannot screw you over - skills, micro and battlefield awareness will play a role.
However, certain things *COUGH old ISU* ignore this "RNG alone cannot screw you over" rule. Single-shot wiping a single vet5 squad is a game-turner event, but one that comes with no warning, nothing your skill or micro can do about it.
The correct way to go about this is not to remove RNG completely but to design the game so that the RNG deviations operate within reasonable limits, and remove bullshit unfairness from the game.
For example, if abandoned tanks also got the immobilized critical this would go a long way to removing the unfairness of a single dice roll (Amis repair critical is a problem etc. - just putting forth an example). |
*Relic announces esports*
Community : "LOL COH2 CANNOT INTO ESPORTS FIX BUGS FIRST SKRUBS"
Relic : "k" *releases a massive bugfix patch 1 month later*
|
One of the problems the 85 faces is that its forte, 60 range, has been made much less important over the course of this year. It used to be matched (and outranged) only and exclusively by the Elefant (not counting PaKs of course), and could have at least sniped stuff from afar.
Now Panthers are seen every game (except Wehr 1v1's), and they have 50 range, which gives much less margin of error than the usual 40. JagdpzIV have 60 (and huge ambush bonuses). I won't mention the Jagdtiger in light of recent changes, but it was a huge part of the meta.
And there are long-range allied units that are part of the meta (like Jackson, b4, ISU) so the Su85's one strong point is all but unneeded.
Looking forward to the new meta with nerfed ISU and JT. |