sad to see such an integral part of the warfare in those days to be so rare on the battlefield. For immersion, gameplay and realism sake i hope its adressed and we start to see howitzers on the battlefield again I agree right now if anybody builds howitzer it has to be the b4 203mm. It seems that only the soviets have a viable howitzer. Let's hope that wfa comes with a howitzer fix. Hard to even do counter battery fire with no useful howitzer. |
As you all probably know by now, the howitzers (LeichteFeldhaubitze 18 and ML-20) are too weak. Last patch they were very powerful. Right now, the only time I build them is in bot matches. Even then, I needed to build 4 ML-20s to actually be called effective. I propose that howitzers should have the same firepower and AoE of March Deployment patch but fire 25% less shells. Let's face it, these 2 howitzers are just glorified mortars. They're more accurate at close range than mortars because of the low angle shots but why call them a howitzer. Pre Elbe-day patch the LeFh fired 12 shells. They could have reduced it to 8 shells. The ML-20 will fire 8 pre patch and should have been reduced to 6 instead. This way, howitzers are not really crappy. Before I forget, the B4 203mm seem to be working fine. The rockets launchers (Katyushas and Panzerwerfers) have become fireworks launcher. Actually, I think fireworks are more dangerous since both these rocket artys have 0 AoE (taken from COH2Stats). The mortars, the early game arty. The only good thing that comes out of that tube is the lucky shell or the smoke shell. Pre Elbe day state was better. Instead of nerfing the mortars. Should have just buffed the soviet mortar RoF to the same as the GrW34. It does not make sense that the Soviet mortar should be 5 seconds slower. If the GrW34 is more accurate I'm fine since german mortar crews were better trained IRL. Right now it seems that all artys except mortar (for smoke and that lucky shell) serve no purpose in the game.
The other option of course is to make all artys the same as March Deployment era arty but buff soviet mortar RoF. |
Don't care about T3, it is balanced enough if you ask me. Urgent things to balance are Panther, PzWerfer, PzGrens, ISU. And nerf that stupid M3. Any middling/good player can overplay a better player with that shit. Or move the german SC in T1 and mortar in T2. There are to many units that are underperforming, and because of that, they are underused or not used at all.
Panzer 4 needs a scatter reduction. PzWerfer and Kats just needs better AOE. I personally find the Kat more useful now since it fires a low angle and more accurate while pwerfer just drops everywhere. ISU needs a slight scatter increase. Pzgrens need either 1.2 armour or if it's no good then 1.1 will do. The name tells a lie. They're called Panzergrenadiers because they are mechanised infantry and meant to support tanks. Right now it's in a sad state. Can't even get to medium range with conscripts through the front without losing a man. They have to take the long way round the mg or cons just to stay alive. Panther just needs a price reduction. We don't want to be back the OP state of the panthers yes? M3 right at the start of the game is silly. I mainly see M3 in every game. Can't get close enough to panzerfaust or hide around the corner to faust if the player is competent. And fix the mg42. Nowadays I rather steal the maxims and just put them in buildings. |
Soviets are easier to play right now. I won a match by cons rushing left and right but can't achieve the same with grenadiers. It's just plain silly. Take note my player card will show I played a few matches as soviets but I played soviet faction since January. I just play more with bots since I'm still practicing. |
Thread: S-Mines3 Jun 2014, 11:33 AM
The only real problem with S-Mines are when they're on a retreat path imo. It's just ridicilous that retreating squads would run through a field with huge signs next to them. All in all I feel like S-Mines could use a nerf though, just like pretty much every explosive (ISU-152 shot, soviet mines, German rifle grenade, etc).
I can understand the ISU nerf ( just make it have more scatter at long range). The soviet mine can't say much since mines are meant to kill people anyway but rifle grenades? It's not as powerful as last patch and costs 30 ammo. It's quite expensive for something that does not guarantee the death of enemy squads. Care to state your reason? |
As fast as this gif.
Serious:
DPI: Around 1200 DPI I believe
Acceleration: off
I don't know how you guys manage with that high dpi.
Mouse: Steelseries Sensei RAW Frost Blue
DPI:450 DPI
Polling rate: 1000Hz
Acceleration: Off
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Can't find any. I guess notes will be released later. |
He's just trolling you. Did the mortar keep firing? That happens sometimes when AT guns get decrewed but don't "die".
I hope that Relic will take note of this bug and figure out how to fix it. I remember there was an un-recrewable 0 man MG bug in one of the SNF contender bouts between OMGPOP and VonIvan and it ended up hurting POP badly and probably cost him the game. That said, I think the bizarre behavior of some team weapons add to the "wtfomgbbq"-quality of COH. Ghost pak from COH1, anybody?
No, the mortar didn't fire at all but it certainly capped my territory. A ghost capped my territory. Good thing it was just a bot match. If it was a real match I don't know what to say. |
Ahhh yeah i see the problem now. If you see right their, you can see hes using elite troops doctrine There's something wrong with Elite Troops doctrine? Anyway, this bug is something new to me. Surprised at the sight of and unmanned mortar capping my territory. |
Forgot to say that this happened after I fired 2 rifle nades on the mortar team. |