Not sure if this is directly related, but the game was just better all around before WFA. I can't say that there weren't any balance issues, but it was getting to a good place right before WFA launched
WFA launch was horrendous. I'm sure it was a financial success but the balance was pathetic. It felt like whoever designed them had no care at all for the original factions they would be competing against
As far as the feel of the game goes I also liked the eastern front aesthetic better. WFA had a borderline cartoony feel to it, and I think their design had something to do with it. STs and KTs being stock units (and absurdly broken back then), riflemen being able to take on pretty much anything thanks to smoke, etc. Just didn't feel as real as EFA
I played the COH2013 mod, and I have to say that I can appreciate the design of the gameplay. One thing that was lost between then and now is how weighty and cumbersome the vehicles felt. You can still feel it in the campaign/ ToW missions as well. The vehicles became pretty light and floaty except for a few exceptions like the KT, ST, JT and Brumm.
I think that the game definitely had a tonal overhaul between EFA and WFA. I would have enjoyed the game more I think if it had kept the depressing tone instead of partially adopting the somewhat loony cartoony style of CoH1. |
AFAIK you actually can. Maybe I'm tripping, but I recall doing it several times.
I remember the balance team acknowledged the issue, but I never played Brits to actually know if they fixed it. |
After seeing the 50th+ squad that continues crawling towards an IAP firing MG 34, I must disagree with this. If you don't respect an MG with mainlines, it's not doing its job. You should be punished hard for continuing to stay getting shot by this thing and the threat of being pinned simply isn't doing it in the MG 34's case.
To be fair there's a reason why machine guns changed warfare. This game doesn't do them justice at all hahaha. |
Enemy guns can be destroyed by any means, it is not necessary to do this by sappers and it is not always feasible at all.
First of all, this ability is very weak, you can use it at least 5 times per game. Secondly, everyone has cache, they don't need this garbage ability. Comparing abilities? The Americans have a legal cheat for exceeding the army limit, the Americans have all the starting infantry with automatic weapons, the British have infantry with extremely high evasion, high accuracy and the ability to shoot more accurately from cover, the scoops have the cheapness of everything, versatility and numbers. Let me swap with the British ability?
The King Tiger is useless, even the top players in the top talk about it, a fan, but no more, because the allies have everything: abilities, equipment, to easily counter a large and clumsy tank.
Of course, and because allies have better everything they have a 90% winrate. Someone needs to fix this game. |
This is not my opinion, but a fact. I give examples of numbers, but you do not.
You're giving numbers provided from an author (whom I was referring to) who considered the MG34 to be somewhat mediocre himself.
On top of that, the site is a bit outdated anyways. The description for the Maxim states that Sustained Fire is unlocked on vet 1. Even if this is updated, it shows the author lacks attention to detail.
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I am also not sure what exactly you want to point out with the MG34.
Yeah I'm not sure either. Even considering that it's opinion, the author himself says he thinks it's pretty mediocre. |
How the f*ck can a light vehicle with 100hp below survive 2 AT snares and still live?
Goofy issue that's been in the game since release I think. Snares can't kill a vehicle if they don't pen. Only certain weapons with a crit on deflect can. |
The game does have the option to split the players in different colors
Green-turqouise-yellow-blue
vs.
Red-purple-orange-pink
So.. your suggestion already exists?
This. End thread. |
How can you compare "Oraah" for 15 muni, and a passive ability 42 sight range. This is a made up reason to justify a broken sight range..
The point is that Oorah is used (among other things) to flank MGs and pios are there to give early warning/sight to the MG. It's pretty self explanatory. Nobody here is arguing Oorah is OP. And also lmfao at the "broken sight range" comment. It's really not that serious. I play both sides, SOV mainly. Trust me, if you have simple skills like knowing how to flank and the ability to grasp object permanence, being shot at from max range by an MG in the fog of war is very much not an issue.
You are also very afraid of my topic, so you want to delete it, because I touched on a thing that you love very much.
You need to calm yourself, guy. Reread my post. I accidentally posted my response twice, so I told the mods they could delete it. |
the su-76 and the zis-3 share the same barrage ability, for the same munitions cost, but the zis-3 will have a ~25 second (vet 0) cooldown as the barrage ends, before it fires again. and the SU-76M will, after finishing it's own barrage, have a 75 SECOND cooldown before it can fire again.
ignoring the "Akhully, the su-76m fires a bit faster and..." argument, why does the su-76 have such harsh cooldown restrictions when the very same ability on the more available zis-3 exists?
you wont go for more than one su-76 anyway, if any, but you likely will go for two zis guns on the field. If there is a patch, why shouldn't the su-76 get a matching cooldown with the stationary at gun? you can already play USF so this change would be more a QoL than a balance one
Well, you see, the longer cooldown is to offset the fact that the SU-76 has a free barr- oh wait... |