As far as balance goes, I suppose it makes sense for the brits to have worse AA, because they have access higher HP tanks, therefore they need to invest more in AA in order to prevent an AT loiter from seriously damaging a churchill etc.
For US, all their tanks are pretty squishy, so I can see why they have a better AA.
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So, what are the thoughts on the current state of aerial call-ins vs. the strength of AA in the current balance?
For allies, as I understand it, Brit AA is a bit lackluster, with centaurs struggling a bit vs. planes plus the AA halftrack not being able to shoot down planes as quickly as one would want.
US, on the other hand, has AA so good that it completely nullifies any aerial callins within its range, whether that be the DAK AT loiter or a falls drop in the middle of the map or in your base, even, if the map is small enough (E.G. 2v2 map or lower)
For axis, from what I understand, the flak emplacements are good enough to shoot down larger callins, but nothing seems to be able to shoot down the US air support center strafing run fast enough to prevent it from making a full run, and I, personally, have never had a paratrooper squad shot down in the sky, even with a bunch of AA around.
What are your experiences? |
Ofc if its a flak on the frontline it's probably not at full HP any more, but still, that's at least three satchels. One to decrew, two to kill the weapon.
Two would only be enough if you were able to deal damage to the flak 88 previously while it was decrewed AND the flak team manning it was at around half health. |
Also for USF Paras, if they get smoke support and you use 2 Satchels at the same time, the Flak will be destroyed instantly (at least that happend to me)
Pretty sure that was a fluke. Flak 36 takes a satchel plus grenade plus a volley or two to decrew at vet zero full health, and as we know, any damage done to a crewed emplacement doesn't carry over to the abandoned weapon. The actual gun itself can tank a satchel at full HP.
You would need 4 satchels thrown to take a full health flak down to nothing from full health. |
Rifle nades just means they definitely win engagements that are 50-50 and map control goes in the toilet.
I'm not here to speak on the efficacy of rifle grenades or anything, but in coh3, the rifle grenade animation is clearly visible and the rifle grenade almost has a smoke tracer attached to it while it flies through the air..
Are squad response times just too slow to avoid this, even with such a large amount of telegraphing? |
What does not make any sense tho is how all the spams, emplacements and anti-all infantry come out of the woodworks now despite the fact that apparently there were top player illuminati giving feedback for years.
Hahahaha. Well, in my opinion, that's just a factor of the common man coming in to slap some sense into the "pros".
Oh? You have a really cool build order with a rechie, two brens and an AT rifle squad plus an MG? Well ooga booga I upgrade my engineer with flamer and drive all over your face and blob panzergrens all over you.
Then "pros" who had considered themselves above such play find out it's actually really effective in the current state of balance, and start to adopt and adapt those strategies.
EDIT: Not that I like that the balance is currently like this. I'm just saying, more experienced people tend to fall into certain tracks of thinking that newbies don't necessarily also fall into. Same reason why "beginner's luck" is a thing. |
The US AA halftrack is also interesting in that it will tear aeroplanes apart against the rear (100% penetration chance) or side armour (30%-50% penetration chance) but is substantially worse against the front armour (15%-25% penetration chance).
Ahh. Welp.. I bet its the same situation as the Panther/Tiger where it does the maximum penetration value no matter what because they input the numbers incorrectly.
Calling it now that the M16 gets nerfed next patch. As long as they nerf the AT loiters in return, I have no issues with that. |
It seems that Brit AA is trash compared to the US M16 halftrack.
I was thinking that relic balanced each faction to have a similarly effective counter to planes.
Apparently 2 centaurs struggle to shoot down even 1 plane.
I guess that's one thing that the US does better than brits at least.
On a more serious note, that's even worse gameplay design than I thought. If there's no US player, then the brits are seemingly shit out of luck for AA. |
Maybe change it that if a plane with Paras/Falls get shot down, they drop where it was shot down and they loose 50% of their men.
+1
However I've seen a paratrooper plane get shot down and the paras still dropped. Did the Axis players just not shoot it down fast enough? I know for a fact that falls do get instakilled by AA if in the wrong place at the wrong time, but I've just never seen it happen to paratroopers. |
You completely missed the point.
No, I didn't, I was correcting you making an erroneous claim
Which was, in case you forgot:
There is no counter play.
Which I have proven is not the case.
I already agreed with you in that it's bad game design, but the simple fact of the matter is that there *IS* counterplay, and it's actually very easy to do it. So why do you keep posting here about something we agree about? |