I agree Rifles aren't getting as much Vet as they used to.
Just solid 'Aimstrong' Wehr play, doing vvmgs, stalling till tier 2 was popular. Not giving away veterancy is just key to good Wehr play. And then breaking it with usually the sniper.
You guys are still all with 2.602 in your heads. If Devm played in last tournament u'd all be screaming USA OP. xp |
Because those tanks have better guns, a turret, better speed/maneuverability than the StuG and 600/742 base health compared to 400 for the StuG.
Yes and they don't get to be seen in competitive play. Because not as efficient. Stug scaling + their cheaper costs makes them much more attractive. And other than nerfing the suppression and adding popcap (which I wrote ages ago on my list btw xp) I don't see use in nerfing them just because current US is actually good equipped at taking them out. Just the US manpower buff and M10 misfire fix did a lot too balance. I just think you guys are still a bit in 2.602.
It's just like with infantry vet. If you want to get the real bonus you have to tech all the way to vet 3 tanks. Those armour skirts make axis t4 tanks ridiculously hard to take down.
Mwaaaah, I do think the vet 2 bonus of the Stug is superior to the vet 3 bonus. Vet 3 is only really needed vs vetted riflemen stickies.
You know how you can fix this easily? Just switch the mg42 slot items from pIV/Panther with those from the StuG IV. Problem solved.
And switch their rotations, but once again i'm more up for making them more equal to each other.
Why change so much? Just increase Volks reinforce cost back to something like 26 instead of these ridiculously low 22 mp they cost at the moment to reinforce.
Well I hated that shit from teh beta on, but the thing is the volks reinforce cost actually turn out to be a change for the better. If you lose one single fight it's not the end of the world. I remember games in 2.601 that meant the game was lost for 90% if you lost first volks engagement.
About snipers: Sure, increase their reload/cooldown values by 1second. It makes the snipers less strong without hurting too much
Reload needs a bigger increase the 11th shot and 6th shot are a joke. I believe Kolaris actually just removed reload and reload frequency.
About the puma: The puma gun is incredibly hard to tweak. I've spent weeks in the past to balance the Panzer II Luchs gun for the Ostheer (uses the same 20mm autocannon as the puma). It's a nightmare really... If you don't want to test for hours I'd suggest you just leave it as it is.
Then I got lucky cause with my 3rd version. I think I got a pretty satisfying result. Just removed burst completely and made cooldown very low. High reload frequency 'to spread the dps'
Zeal doesn't really affect volks
euhm? whut?
Ftfl: can't disagree more. Although Tommy's version is almost okayish.
The fact that t3 is so overwhelmingly strong atm is also a result of Wehr t1 being strong also. It has always been the case with wehr that you could fasttech to t3 when you got more than 4 t1 units onto the field..
Bars / grenades are all in tools which are capable of completely destroying this strategy. But if failed micro, you are going down yes.
Fast M8 into wsc tech punishes this play. That's actually the reason players like Seph, Symbiosis, Devm do this in about every game.
Also, t2 is sort of bad because of snipers being super efficient against grens.
Tier 2 terror dominated the tournament choicewise, it's far from being bad.
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Yes ofc, so increase the low veterancy scaling on T4 tanks, instead of nerfing Wehr.
+ yes needs popcap 6 |
I think the vehicle mg should be nerfed even more. E.g. same as the P4 one you mentioned. Other then that all changes seem right to the point.
Why would you want to nerf it to the ground? You find it really that OP? |
If you really want to make changes to the weapon:
Change its AoE damage modifiers to (s/m/l) 1.25/0.6/0.2, AoE distance to 1.25/2.2/5 and increase AoE accuracy to 1.25/1/1 (s/m/l) [current stats: AoE dmg (1/0.65/0.3) // AoE dist (1.25/2.5/5) // AoE acc (1/1/1).]
Then go ahead to increase reload time by 1 second and set call in cost to 550mp. Tadaa - it'll sucessfully, reliably rape units in the center of its impact but deal overall slightly lower damage to spread out units.
I tried something similar (with more AoE accuracy slightly less damage) but it raped too much so I further lowered the AoE short. Which I came out on version 2 of the remake.
The 1 second extra reload too make up for more damage is interesting though. Could play some more with that. |
On a side note: Is it possible to change the AOE of a weapon by range?
Yes
Edit: Or not if you mean how far the target is off your weapon?
Ye the damage should be lower vs infantry, and I like to retain the unique element of it being an AoE weapon aswell.
The problem with it's AoE was that it sometimes failed to 'hit' cause of accuracy issues. But if you make it always hit it's straight up overpowered. |
Well guys, battleservers will be here for when CoH HD is out. Estimated date of release june 2019 |
What would people like to see on the Stuh?
I would almost definitely make it non-arty projectile again.
This does 2 things:
- fixes that bug that it tries to shoot over hedges
- open it up for more reliable usage
The thing is with this change effects are still a bit random and makes it too powerful aswell for a 4CP 500 manpower tank.
I already tried out 2 things:
The first one was making the gun more accurate, but damage lowered a lot. This made it so that it wouldn't kill a single member on squads. But the AoE range was still big and the squad health would be reduced to 50% percent health.
The second one was also increased accuracy, damage lowered a lot at longer AoE ranges, but the shorter AoE ranges reduced a lot.
This one would always snipe 1 or 2 guys from the squad and damage the rest of the squad lightly.
But i'm open for ideas on this one.
If people just want it to be a Stug gun, slightly better vs infantry, slightly worse vs tanks ... that's also possible. |
Hmm the delay ... its hard because if you use it in center semois for example its quite a delay. It depends on the map.
I don't think 2v2's will be that much screwed from some tweaks. |
On an unrelated note, I really like kch giving away less vet. Maybe make tank depot cheaper again (300/90) like in beta? This would mean more US tanks so wehr T4 would also be more useful.
Hmm, I really really really want that to, but I can't right now. Definitely need to establish some Wehr tier 4 buffs aswell then. (and keep the same Stug)
After buffs, who nkows we might actually change vet 1 on US tanks a little. |