It needs 4 dudes and maybe a little bit more health...It is super situational and has a half-life of about 5 mins before it gets artied. Still for a unit that can knock the living daylights out of well-defended SU-85s or late game tanks, it's fairly cheap for the price and sometimes the damage you do in that 5 minutes before it gets artied is worth it.
But generally, I don't like it or use it much because I just dislike making units I know are going to have a small shelf life. It is similar to the Flak 88 in vCOH in that regard but those things had a ton of health, and could get more through vet, so arty was less of a problem.
flamers have an accuracy off 11 (1100%) and i think they also negate dmg reduction through cover. if im right the builing changes with this patch didnt affect them at all (same with molotovs)
actually i think the building nerf is in favor of the germans. since its easier to clear bulidings without having to resort to using munitions for it
I'm not sure, the patch cuts both ways...Rifle nades certainly seem better vs. buildings.
I don't know what it is, but the game just seems even more boring now. You can throw in all the "cool" unique units you want, something is just lacking. Everything is just too sequenced, as long as I do the right things in the right order and hit the vet abilities in time to have an effect, it's been nothing but easy wins.
Increasing the CP pace for some units does seem to have quickened the game to its detriment. No more guessing if your opponent has gone shocks when you see them in 3-4 minutes, there's just no subtlety, no feeling of tension for me at all. If I get outflanked at some point I may lose, but there are no surprises ever in this game and that's what's making it boring to play...
I think we have discussed enough about the thread. MGs42 will be buffed next patch. Now please wait for it and then let's all comment after we've all challenged Nullist in a 1vs1
I will resurrect sluzcast just to cast those. Like 3-4 at 8x should do.
I really liked 4v4s in vCOH, those were classy games that only ended up in massive spams because that was how the game's teching structure logically had to play out...Mass Axis armor vs mass M10 and airborne blobs with Callis and Stukas trying to take out the opponent's infantry.
The early game, almost nonexistent in COH2 1v1, is totally nonexistent in 4v4...So they are just less interesting, and the maps are boring as well.
I can see how it might be fun for teams though...That's kinda why I made the post. I've always appreciated both modes of playing, but I still see the problems...
wow, before you crying and making complaints and now you're optimistic. did relic hit you on the head or did noun put something in your drink
You're mistaking optimism for an attempt at objective analysis/speculation.
Maybe I should have reframed the post as "this is what might work." We have no evidence that Relic has that long-term a plan, but they are investing a LOT in this game.
Personally, such a situation is not something I would look forward to.
I think Relic HAS actually figured out who their bread & butter is: 4v4 players.
All the new commanders have great synergies that work very, very well in team games (ie., Luftwaffe/Tiger Ace or SovInd and any Soviet doc with SMGs) and if you play 4v4, you might find stuff like NKVD and Partisans useful as support commanders. I can't talk about them, but the ones in the beta have similar, even more powerful synergies.
Mud will slow the game down. This helps the casual base play 4v4 without getting too frustrated at their inability to multitask and micro.
I think the next thing they will do is try to get someone to livecast "competitive" 3v3 and 4v4s...No one does this of course, but I really think that's where they want to head with commanders that are rather similar to MOBA heroes. That kind of teamwork and synergy in a large-scale RTS could be quite interesting actually from a competitive point of view.
Now I know you can make a thousand arguments why 3v3 and 4v4 are not competitive...But if you stop seeing "competitive play" as only about micro and positioning but also about commanders and their abilities as in MOBAs, you can see how it might theoretically work.
But as we all know 3v3 and 4v4s are essentially spam fests...How do you reconcile the beauty of COH combined arms and maneuvering with what these games are? The answer is, you don't, not if you're Relic and want to make money selling commanders, you move the ärena of competition out of the micro-realm and into the macro-commander-realm.
And at the same time you half-hardheartedly try to maintain some sort of balance in 1v1 for your remaining core fans, most of which you realize have already abandoned the game anyway for its perceived lack of depth. They are right - 1v1 has no depth. But with enough interesting commanders, team games do, though only at a strategic, commander level. Those games also happen to be fun to watch (if you agree that mass tank blobs, huge artillery explosions, and that sort of thing are fun to watch.)
It's a huge problem that commander choice can be effectively hidden until you unleash whatever uber-unit you want to. It's the same for the Tiger Ace doctrine. Ostheer is better at this because they are not as reliant on doctrinal units. If you don't use the vet ability, don't use G43s, you can basically pull a really, really huge fast one.
As the commander overlap is so insane, this is only going to get worse.
I think we're beginning to see a pattern in the DLCs though: what you want to do to save money and still be on the winning side is buy every other commander group. Ie., the new commanders should beat the last batch. Tiger Ace/Sov Ind is more powerful than the previous ones, this next batch should beat those...So if you didn't buy either, wait for these next ones then skip the next batch.
It's a very similar system to some free-to-play games, where they release new abilities and upgrades every few months, and to stay competitive you need to buy them.
I don't think they could do it that way though...I would be happy to donate if the money could be guaranteed to exclusively go to servers, fixes and final balance changes.
I would donate even if it benefits a lot of freeloaders, because I know they can't get away with requesting EVERYONE pay $10 to fix the game.
Anyone in the beta? Watched a vid, looks SCish...so much crap. But, hey, you can take your HQ to another planet and then strap engines on that planet and crash it into your enemy's planet.
If the player with the mortar lets 2 snipers get near it, he deserves to lose it!
On second thought, I don't know...Unless there's a way to make barrage more lethal vs snipers you're not going to get attack commands on them the way you can in COH2 (well Ostheer vs Soviet snipers). I'm pretty sure the splash damage can't work that way though.
I don't know, I'd be happier if the infantry detection radius was just a tad bigger so you could rush the things more easily.