I wouldn't want more than one of any heavy tank that is present currently in the game anyway. If your opponent had resources to field two heavy tanks simultaneously and you've failed to counter them, it means that you've lost this game long ago and not because of double heavies.
So, in my opinion is capping heavies is unnecessary whether they tied to tech or not.
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Post History of ElSlayer
Thread: Would Tech Heavies Be Game Breaking?25 Jan 2019, 11:11 AM
In: COH2 Balance |
Thread: Convince me that it's a bad idea with a 1 sniper limit23 Jan 2019, 11:33 AM
I compared old demo with 1-man snipers feature because both these things allow you to delete enemy squad. Yet in one case it is bad to wipe squad and they did a nerf, but in other case it is good and they removed 2nd man for Soviet Sniper Team. Therefore I complained about consistency in removing/nerfing 1-click wiping tools. And another thing I'd like to mention - I saw some Wehrmacht vs Brits games in previous patches where snipers on both sides just sat on hold fire and did almost nothing. This is the price for high risk/high reward - the boring idle metagame. In Wehrmacht vs Soviets matchup Wehr Sniper starts underpowered compared to Soviet one, but if player manages to babysit him and gain vet so it gets incendiary - you get opposite situation. There was at least interesting dynamic between sniper play - Wehr tries to avoid Soviet and get bits of vet. Now if both players decide to get a Sniper it is same idle play as in Brits matchup. In: COH2 Balance |
Thread: Convince me that it's a bad idea with a 1 sniper limit23 Jan 2019, 09:59 AM
That's the point of 2-man! You don't need to wipe him if he has high recieving accuracy and two models that cost slightly more than now and take slightly longer time to reinforce. You kill one model. You inflicted relatively same amount of bleed on him, you forced him away. He has his 360 MP sitting on the base for some time. Isn't this a better solution for both sides? Conversely, going double sniper and a-moving them around in groups does not really take much more effort than moving one sniper but has twice the impact and will force 4-man squads to immediately retreat or be wiped. Yes, if opponent concentrates his investments of 720 MP in one place against one of your 240 MP squads he will force you to retreat immediately, no matter what type of units that would be. It could be 3 Conscripts squad - result would be the same. The difference is 2 Snipers have much less capping power than 3 Conscripts. Yes you may do more MP bleed on opponent with 2 Snipers, but in the end you will crumble because at some point of game opponent will accumulate enough infantry to consistently force your snipers to retreat AND will get his LV earlier than you because of superior capping power.
Coutersnipe still counters them, it just doesn't wipe them. Which is good for the game. Mortars have even lower effort to maintain, yet they have more wipe potential and serve as the same anti-cover/garrison/HMG tool too. Should they make mortar squads 2-men, so mortars could "countersnipe" each other? Should they bring back old demo, so CEs could "countersnipe" grens and volks? By the way demo "countersnipes" for 90MU and if it wipes squad it is usually only 240-260 MP of casualties unlike if you kill 360 MP sniper with your sniper "for free". Can I have some consistency? In: COH2 Balance |
Thread: Convince me that it's a bad idea with a 1 sniper limit23 Jan 2019, 09:00 AM
I view introducing aritificial limits on unit count as a bad taste. It is a failure on design side. There should be natural reasons not to have duplicate unit types and not to have multiple squishy units as a sniper. And in sniper case I think reasons are present in game. Sniper is a unit that requires a lot of babysitting, screening and support. If player invested 720 MP into sniper units, he should not have enough forces for screening against LV and will generally be overwhelmed by enemy infantry force unless his opponent has failed to adapt and continued building team weapons. Therefore in my opinion introducing limit on snipers is not needed and it is probably just an L2P issue. I also think it was a mistake to make Soviet sniper 1 man. It goes against CoH series cornerstones - unit preservation and veterancy. They had to go completely opposite and make all snipers 82 hp 2-man squads, increase recieved accuracy and increase reinforcement cost AND TIME. This way countersniping would be still viable, but recieving side won't instantly lose their MP investment together with accumulated veterancy. Forcing sniper away with LV and killing 1 model would be a good result too. I wonder, why we got rid of precision shots, demo charges, restricted mines to 2 model kill max in order to reduce squad wipes, but then did U-turn and decided that wiping through countersniping is ok. Someone didn't learned CoH1 lesson. In: COH2 Balance |
Thread: OKW against Brit emplacements 21 Jan 2019, 11:09 AM
Smoke it with LEIG then nuke it with double puppchen, if it goes into brace, you've already won. If brit player isn't a newbie he will use attack ground through smoke. In: COH2 Gameplay |
Thread: Combat Engineers and its current state15 Jan 2019, 12:10 PM
We could start by giving back 25% of squad DPS to sweeper CEs and Pios by giving them option to put away sweeper. I know that isn't much and totally not comparable to vet gained from flamer, but it is at least something. In: COH2 Balance |
Thread: let me whine a little14 Jan 2019, 07:47 AM
Yet IMO impact of Pathfinders rework on USF faction is higher/better than JLI on OKW faction. In: COH2 Balance |
Thread: Let's talk about the scott12 Dec 2018, 14:56 PM
And on Stuart chasis pls. In: COH2 Balance |
Thread: Let's talk about the scott10 Dec 2018, 13:53 PM
Since we all feel bad about squads wiped by indirect fire i hope you dont forget to nerf pwerfer and stuka wiping whole squads and weapon teams in one barrage. You are not this biased to request nerfs for a dead faction while defending op units that are present in every 2v2+ game, right? Works as intended. Same with Scott. In: COH2 Balance |
Thread: Conscripts need to be cheaper10 Dec 2018, 11:55 AM
That OKW and OKO abilities are free is a lie. You're paying for teching, not for faust or grenade. You get access to units for teching price. You get flame nade and faust for free. Soviets have to pay extra for AT nade and molotov, for example. In: COH2 Balance |
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