That needs to be looked at.
But guess what, it won't happen. There is a 10 seconds delay and an EarDrum perforating siren. If you lose anything to this offmap then you should look for other genres. Here it is, happening to #2 on the ladder at the time.
In b4 specific excuses for how this case in particular is special but your generalization still stands.
Also, you can't deal with blobs as Ostheer, the faction that literally gets the best blob control machine gun in the entire game, as well as an alpha strike, non-doctrinal rocket artillery, and you still depend on stuka dive bomb as the sole blob defender?
The fact that the dive bomb also negates set up weapon teams and can force the reposition of up to 3 players just in case you are being aimed at by it... and the fact it is incredibly easy to catch this sound too late in team games (assuming the siren doesn't bug out, which it does sometimes), is awfully convenient... but I am sure you only use this ability for fair purposes of anti-blob.
Also, nice of you to indirectly argue for removal of smoke from the IL-2 bombing run. After all, it's a blob control weapon. They should add a strong propeller sound 5 seconds before the bombs drop (so, on larger maps, AFTER the plane is visible on the map) to make it fair. |
OKW tank commander manages to be a completely useless ability on its own, there is no need to compare it to the British tank commander.
If the OKW ability was on something other than Elite Armour, I'd say don't bother. However the commander, while not bad, will not suddenly shift the meta enormously if it got another good ability.
I say make the LOS bonus larger, add a minor accuracy aura to surrounding infantry (say 6% in radius 20, nonstackable), and make the artillery shells drop faster.
Unrelated, I also believe the British tank commander should cost 60 ammo. Like the grenadier LMG, which is also a straight upgrade, but it will make you think twice before upgrading. |
I remember that when the Stuka dive bomb radius was increased - I think it was during British Forces alpha, but I could be wrong on that account - it was explicitly mentioned in the change log that the change to the radius was so that THE LETHAL AREA OF EFFECT WILL MATCH THE COSMETICS OF THE STUKA STRIKE EFFECT PARTICLES.
At that time literally nobody complained about that the dive bomb was underperforming. And the ability got a colossal buff without CP, timing, or cost adjustment. |
Ok, from reading the posts Mr. Smith has laid out a powerful argument for why dive bomb should be nerfed (and it obviously does), and I see no good argument for why it shouldn't. I got one. There are SEVERAL forum posters as we witnessed in this very thread that will be absolutely devastated by any such nerf, as evidenced by their repeated whining and insistence that Ostheer will not be able to win any games if this totally balanced ability is nerfed. Do you want them to never win a game again? |
Thats the whole point of making the game more noob friendly... Actually exploiting slippery slope mechanics such as "popcap linked to amount of strat points" is a thing that would help noobs win games they otherwise shouldn't based purely on skill.
If you are truly better than your enemy you will win even if he doesn't have his popcap crippled by taking away his strat points. If you take all your enemy's strat points and still need him to be popcap crippled just so you can win, I don't think it's him that's the noob here. |
Or, you know, that +2% accuracy and +1% faster cooldown on Rear Echelons also sounds good. |
(useful table) Thanks for the numbers. I agree regarding the veterancy, at vet0 Comet and the Panther are more or less on par (in a direct 1v1 conflict). Comet has somewhat better anti-infantry wipe capability. Starting at vet2, however, Panther starts to greatly outgun the Comet in AT duty. Vet3 Panther vs Vet3 Comet is a slaughter. Maybe it was Relic's intention to force Firefly as hardcore antitank.
The thing that I thought was weird wasn't the stun crit, but rather the fact another grenade later stuck to the Panther, like CoH1 sticky bomb, followed it around until the timer went out and then exploded (doing no damage or crit, that one deflected.) |
They should just scrap all bulletins. The system is beyond redemption and only serves to obscure the loot screens and draw attention from glorious skins and commanders.
If Relic wanted to really enrich the game, they would delete the existing bulletins and issue like... dunno, 10 new ones per army, but really effective ones. And every player gets ONE bulletin slot in the loadout. That way the bulletins become a way to differentiate your army, you pick one area where you want a significant bonus.
The upside is, they could make it MORE powerful than three stacked bulletins. Something as strong and army-defining as basically a 6th commander ability.
Examples: All tanks +15% experience. MG42 +20% rate of fire. Elite mortars - barrage cooldown -33%, max mortar range +10. OKW Panzerschreck cost -50% (now that it's not gonna be on Volks any more). Rear Echelons gain extra squadmember (so up to 6 with vet3). Su76 armour piercing rounds bulletin that adds a timed ability to the Su76. Combined power of 3 Ostwind suppressions in one Ostwind suppression uberbulletin. A bulletin that moves the T34/76 to T3. Ost PzIV comes with skirts and gets a different, offensive vet2 bonus. Gain free conscript squad with every T4 unit built. Sky is the limit.
Sure, this is not gonna happen, and sure, some of them would be OP as hell. That's why you can tweak the numbers. But it would be nice if bulletins actually did something. As long as every army has a selection of hugely powerful bulletins, balance would not suffer and the game would be more diverse.
The only thing I would avoid is core infantry bulletins that affect early to mid game. But at the same time the bulletins themselves could be used to fix some issues people perceive factions have. So "5th Grenadier squadmember" bulletin is a definite no-no, but "gain 5th grenadier squadmember after researching battle phase III" bulletin could work. Yes it is powerful but if you have that bulletin equipped then you are passing on other bulletins' bonuses such as uber MG42s, uber Ostwinds, or skirted Panzer IVs.
Best part? Relic could then sell these bulletins for the same supply cost as a commander. Hell, since they love their cash grabs, they could release bulletin packs for actual money. How is buying 5 superpowered bulletins different from buying 1 commander? Imagine that - unlike commanders, there is no need to make new models or units, or design new sound files. Just make powerful bulletins that fiddle with the stats of individual units or groups of units, slap an icon on it, and sell them in packs of 5. |
So the odd things you noticed were them working as intended, not sure how i was supposed to tell that from the post. Never said it wasn't working as intended. Though that grenade sticking to the Panther was a bit odd, never seen that one happen before. |
This is part of the comets vet 3 bonus, if you weren't aware. Yes because the post was totally "OMG GUISE THIS COMET THREW NADEZ AT ME OMG" and not "here is a few odd things I noticed about the Comet vet3 grenades". |