I don't mind the sniper changes, and I'm leaning towards Aegion's idea of shifting them to the side for now. Sniper versus sniper is an issue since CoH1, where players just cloak until one person messes up, which isn't all that much fun to watch or use in a game.
I'd also take a grain of salt at how well a Kubel hunts snipers, as that tends to end with the Kubel being dead before the sniper is. And passively playing against a sniper is generally an invitation to be slowly bled in manpower. The risk in sniper is letting it live long to vet up, not dodging its initial presence. If anything, it's pressuring its initial presence that matters. |
While I do agree that the ram and air strike combination is very potent, I don't believe that it is performing in a way that requires a serious nerf. For one, it's not a one-click wonder as some would grossly generalize it, since it can still be intercepted, and requires a good deal of initiative from the SU player.
It is also what I had always assumed to be part of the greater balance in the game in terms of SU handling Axis heavy armor. If that wasn't intended, I would be curious as to what was the original intention. |
Goes to show that I have a lot more to learn. Thanks for keeping me informed. |
i am a man of science so here, nothing you couldnt have done yourself
Oh! I never knew the DoT also gets doubled. Thank you. I learned something. |
Molotovs have a small burst of damage on impact, which has a fairly good chance of dealing a flame crit effect, instantly killing one or two models if hitting them square on. It's why some people toss twice in the same spot if the targetted squad fails to move away.
That said, it's a molotov, a fairly telegraphed attack that should be easily avoided so long as the commander is paying attention. |
While I am sure you come from a good place by bringing this to discussion, I'd argue that it's not at all an exploit so much as just an expected result of utilizing a units advantage. Even then, it's more of a side-grade than any real improvement to the Commandos.
For one, the commandos are fairly high on both cost and pop to spam. Combine the fact that it's doctrinal, and you already have a recipe for heavy investment to even introduce it en masse to the field sans PIATS.
With PIATS, you're looking at additional munition costs, and keep in mind the alternative brens upgrade is (in my opinion) a considerably better investment given that the commandos brens are a better version than the Infantry Sections. To forgo that advantage for PIATS is something of a difficult decision to make.
Now while camo tank hunters are dangerous for your armor, you are dealing with PIATS, which while have some utility over traditional rockets, have a good deal of chance of failing to connect with a vehicle on the move. The camo, in that sense, is an awful lot of micro just to get close and make that hit an assured one. At that point, I'd say that the player had put in at least significant amount of work for this strategy to work.
On top of that, I'd also like to mention that Ostheer has a similar unit by the name of stormtroopers. While they're not as elite as commandos would be, they can spawn from ambient buildings and can upgrade to shrecks with far less investment. Not just that, but their camo is so good that they can sprint with active camo. And I don't believe anyone has been spamming them, nor dominating with such a strategy. I'd wager this is the same case for the commandos with PIATS. |
I would argue that the fact every faction has an issue attacking a reinforced position suggests that sandbags is balanced.
I disagree with the idea of removing or nerfing sandbags. Cover is a core mechanic of the game and a player that takes the time to reinforce their position to push back on enemy charges sounds reasonable to me.
If the complaint is how readily available they are, I would point out that these covers can be used as readily by the opponent. Yes, there is barb wire, but that requires engineer units which in nearly all cases other than Ostheer requires two separate units at play. It is weak to flame throwers and due to it being static it can be rendered ineffective with smoke from mortars. |
The creeping barrage is definitely a little underwhelming. If it could hit at a faster frequency or at least allowing you to choose how close or apart the barrage is, it might have some purpose in game. I am iffy about just giving it some sorta more powerful version of a barrage. So if there's a way to give it some utility would be neat. |
I primarily play Soviets, and the Ass gren spam feels comparable to the Sturmpioneer advantage. The way I've dealt with it with conscripts was to know the map and position myself in a way that forces the opponent to either approach without cover while taking fire, or have to shoot at them in buildings. The thing with assault infantry is that they have to always press the advantage, so your best bet to counter is to punish their haste whenever possible. With the US, I expect the Riflemen would put up a better fight than even the cons. By mid game, you should at least have something like a suppression option or light vehicle to bully them away. Assgrens are fairly weak come armor dominance, so it's really a case of just waiting out the advantage. |
Ostruppen is a pretty reliable mainline infantry as defensive strategies go. The cover mechanics was meant to reinforce the point that they're not great for assaulting. To give them better performance out of cover might only make their mechanics even more obscure for players, as well as betray the original perk of this unique unit. |