Sturms are way too manpower intensive for upkeep and have no way to fight light vehicles
Well, except for their panzerschreck upgrade But it unfortunately sucks. So much.
I'll do double sturms sometimes. You can get some good wipes on close range maps with some careful flanking. The flame upgrade makes them particularly nice. |
Ok, ignoring the angry ranting man, can you elaborate as to what squad AI involves in this game? I've been curious since I started seeing it in patch notes, but I haven't seen any explanations. |
Thread: Bofors16 May 2018, 08:11 AM
Just because you don't like a certain Army doesn't mean that it shouldn't be fun and brought to other Armies' levels.
Sure. I just don't have any expectation of that ever happening. Emplacements seem to be fundamentally broken, e.g. target tables can't be applied to bracing, and the whole emphasis of the rest of the game is on moving your units constantly. So removing them is probably the only option. But Relic can be amazingly stubborn about the most obviously broken mechanics sometimes.
As a side note to your side note, CoH has more RNG involved, CoH2 has less of it due to the competitive community's complaints.
I was referring to the much finer RNG that defines every unit, rather than obvious things like vehicle abandons. Accuracy, received accuracy, ROF, cooldown, scatter etc. There's a substantial amount of probability in the most basic stuff that makes it extremely hard to definitively tell if a unit is balanced or not, compared to many games where it's a straight forward DPS value. |
Thread: Bofors14 May 2018, 23:52 PM
I'll admit I don't see bofors often, but all my memories are of them wiping my infantry, even if I instantly retreated.
I just tried cheatmod though, and it definitely struggled to stop a single squad from approaching, let alone 2. It could perhaps stand to have flak halftrack levels of suppression.
That said, I detest British emplacement design so much I'm fairly happy to pretend that faction was never released.
Also, as a side note, the difference between balancing asymmetric factions in COH2 compared to other RTS games is RNG. COH2 is designed around it (to a very complex degree) to provide a rich micro strategy, while in most RTS games you can easily tell with a high level of certainty which unit will defeat which. |
I'm gonna say no. I've never noticed anything like that. But suddenly I'm not sure I don't usually build them next to each other. |
I'm not saying rifles don't have issues at the moment (I'd probably look at reducing their cost given how well volks perform for 30mp less), but smoke on all baseline infantry makes it crazy easy to shut down almost every form of suppression in the game. It was just bad design. WFA was simply poorly designed when it came to clearing garrisons.
Anyway, the USF mortar is getting more range in the next patch, IIRC. |
In the small town of Kholodny during the Winter of '44, the 101st Airborne Division were having some downtime when they experienced a sudden incursion by the Luftwaffe Ground Forces.
This was a spectacularly brief, yet fierce battle on all fronts that left the roads soaked in the blood of both sides. And yet, it remains strangely absent from the history books. Only reviewing the personal accounts of the survivors would reveal which side was to withdraw and lick its wounds... |
I can't quote your quotes for context, but:
Hull down still has range. They worded it poorly.
Not every faction has incendiary/WP abilities, on mortars or otherwise. And since no one likes mortars insta-wiping squads in the open, they may as well be reliable at clearing buildings. Whether the new values are balanced, I'm yet to find out.
The 120mm squad size change is probably for technical reasons relating to established animations for that particular weapon.
Panzergrenadiers cost 340MP for a 4 man squad. It becomes largely worthless at anti-infantry roles once you upgrade (especially if you lose a single model) and you're far more likely to lose that 100 ammunition than on an comparative Allied squad. High risk, high reward.
The Brummbar is currently a beast. I feel they worded the changes poorly. It should now remain of similar potency against blobs, while being less wipey against lone squads.
I suspect you haven't been on the receiving end of a Katyusha very often. It only takes one barrage (hell, one rocket even) to wipe a squad, and even if you do survive the first barrage, escaping the subsequent barrage is extremely difficult. Not to mention the huge range. In 2v2 it is very difficult to rush down a Katyusha, and it provides amazing area denial on VPs in tight situations.
The IL-2 is also total area denial for infantry. Even with these changes, there's no real alternative to immediate retreat and hoping your AA shoots down the planes soon. |
I'm starting to think heavy call-ins will never be abolished
I just can't understand the logic behind retaining them. |
Not true. Obers probably have a small amount of suppression base to account for the vet 4 bonus. I'll guess it's just easier to increase suppression value rather than adding suppression after vetting up (and now only after using the ability they gain).
This is the Obers Kar
| | suppression: {
| | | amount: 0.006f;
| | | nearby_suppression_multiplier: 0.1f;
| | | nearby_suppression_radius: 10f;
This is the Volks Kar
| | suppression: {
| | | amount: 0f;
| | | nearby_suppression_multiplier: 0f;
| | | nearby_suppression_radius: 0f;
Ah. I really gotta stop trying to make logical assumptions about this game Thanks |