hurray, enjoy your balanced mortar, USF fanboys! hehehe.
Meanwhile the most patetic mortar in the game, you guessed, ostheer's one, is being more and more obsolete.
The weakest game start possible in COH2 = ostheer's
1. One of the weakest base infantry - grenadiers;
2. The most deffensive mg in the game, "good" at everything, not excelling at nothing;
3. The weakest mortar in the game;
The most embarrassing faction ever. All the lolz. Why fix that? It's amusing, at least for a part of player base, the one who plays exclusevely allied.
Man, what is wrong with you? Ostheer has issues, but you chose for the most part nonissues to prove your point. I have yet to see anyone really defend the USF mortar. Just about the entire community knows its bullshit, so what is the point on using it to strawman?
1.) Agree, but there is a reason pgrens are available in t2 and all the support weapons are available in t1.
2.) What? The MG42 is the best mg in the game, bar none. It has great suppression, great damage, and great utility.
3.) The ostheer mortar is still the best mobile mortar if you ignore the obviously OPAF stats of the US mortar.
The issue Ostheer has is a very defensive playstyle, but even that can be worked around with aggressive halftrack and 222 useage. This can be helped with some armor buffs to the ht and mg fixes to the 222. |
You guys know that we call them 'inflated' ELOs for a reason? They will lose their rank fast enough when they can't abuse shit anymore. |
I though the whole balance preview mod that went on for months was to make sure the patch would be balanced and bug free, after all this time off testing this kind of stuff is really unacceptable
This bug is a result of the relic bug fix on the combined arms ability, which was not in the balance preview. |
VEHICLE DECREW BUG II: Fuck Balance |
Relic, I am a man of few needs. All I want to do is wake up in the morning, drink my cup of good 'Ole American joe, and bash some Nazis into the ground with my riflemen.
I like to think that that makes me simple, that I do not need much to keep me happy. I'm fine with the fact that US support weapons needed extra micro and we're more reliant on their mobility than anything else.
For the love of god, we did not want a turbo mortar. Long did the ostheer mortar and the heavy mortar reign supreme over the battlefields, punishing stationary troops for stopping, or even just taking breathers. Us US players remember that pain, and we wish not to bring that terror back to the battlefield twofold.
All we wanted was a shitty, short range, manpower only smoke dispenser, so that we could open up more playstyles. Teching nades every game between the first officer and the first light vehicle is oh so tedious, after all.
Instead, you gave us a literal god gun, made in the forges of detroit, and blessed by the Spirit of capitalism itself.
You Have Made USF ridiculous, to the point where I can't even find a match without the chance of my enemy dropping before I can inform him of my intentions. I don't think I can play another USF game until the mortar is balanced. I just want to be American again without feeling ashamed of who i choose to be.
Yours respectfully,
A concerned fanboy |
I think I have a way to help some people's whining about okw issues in the early game.
Issue 1/2: okw weak to light vehicles early game, and have to pay a lot for medics. The easy fix here is to make okw pay to unlock their faust from the hq structure. That way, you can have the option to quick tech or to go for fausts to fend off vehicles. This should also make the okw medics no longer néed to cost fuel, sonce the medic cost is inflated to counterbalance their free infantry weapon unlocks with tech.
Issue 3: OKW inf doesn't scale well: build obers w/ lmg/ stg. |
OK guys, Im confused. I see a lot of people complaining about the WC51 (lol), and it doesn't make sense to me. In terms of OKW's AT, they unlock fausts with first building (when shrecks used to become available) and still have t0 raketens + mines only until then.
So how is it that the WC51 is sudden;y OP? It is exactly as powerful as it was pre-patch, and in fact is slightly worse because the raketen got a pretty good buff.
Jesus guys, at least be consistent in what you whine about. |
In terms of ease to play in 1v1s, I would have to rank:
Easy:
1)OKW
2)USF
3)SOV
4)UKF
5)OST
Hard:
That being said, easy =/= good, and hard =/= bad. A faction may not be hard to use, but at the same time, it may have other issues. Case in point, OKW is one of the easiest factions to pick up and play from day one because of the schrek on mainline infantry, good light armor, great lategame armor, and goodies for lategame for no other reason than 'just cause.' However, OKW has several weaknesses that are quite glaring, and make them pretty easily countered in 1v1s. They lack a non-doctrinal suppression platform, forcing players to concentrate their forces to beat enemy blobs, they have no snare besides mines to punish overextending tanks, they lack smoke of any kind to assist in flanks, etc.
I would argue that while Ostheer is a hard faction to pick up and play, and requires lots of effort to use through the midgame, they are in fact one of the most potent factions, thanks to their unit diversity, access to tools, and general specialization of units. |
I haven't talked on these forums for a bit, but I feel like I need to chime in about this change.
IT IS THE -Insert Expletive(s) in Adjective Form Here- CHANGE EVER.
Vehicle crush is one of the most fun and interesting aspects of COH2 at punishing bad micro. Nothing feels better than running over a blob that dared to exist near you, and watching the XP tickers go up, not even demo charges or arty skillshots.
Vehicle crushing was a great mechanic because it punished players for not paying attention to their infantry, and because it added a risk/ reward tradeoff in infantry v/ tank fights. Should I stay at distance and kite, safe from return fire? Should I charge in and punish the enemy on the assumption that the enemy is unsupported?
By taking out vehicle crush from mediums (also known as the only tanks that could reliably crush), relic basically made rushing into enemy infantry much less appealing, since you will do comparable damage at long range while being safe from enemy AT.
Vehicle crushing should return to mediums. If you have trouble with tanks crushing you, may I humbly ask you to learn to play by retreating in a timely manner and/or supporting your infantry with mines/ snares/ armor, support weapons? The enemy is making a gamble by attempting a crush, either punish him for it or minimize its impact by reacting.
Before I end this diatribe, let me clearly state that I think that current Cromwell and M10 crush IS cancerous for various reasons. This however, is not a reason to remove crush from all vehicles. What it is, is a reason to nerf the rotation rate of said vehicles.
Its simple unit balance 101, if a certain unit(s) are overperforming, you fix them, not remove an entire game mechanic. |
In 4v4 before I saw a guy take 3x rangers with 3x zooks each, it was pretty hilarious they could one volley panthers at once.
They actually can't. Bazookas do 80 damage on a penetration. 3 Rangers with 3 bazookas each make a total of 9 bazookas, with 9*80 = 720. Panthers have 800HP. This is also ignoring the fact that Panthers have a front armor of 320 vs. a bazooka's penetration value of ~120.
Basic math people, use it wisely. |