I like the idea of blozzards, but I think they need to work differently mechanically.
One of the annoying parts of blizzards is the fact that infantry freeze to death. I think that the freezing should be replaced by a health loss Ala white phosphorus when the squad starts to "freeze."
Another annoying part of blizzards is their frequency. On the few maps where there are blizzards, there will be several times in the match where you know everything will freeze over. My suggestion would be to make blizzards be rarer and more interesting:
- 25% chance of a blizzard occurring in the game.
-The blizzard will only happen once in the match, and will happen at some point between 5m - 1hr10m
-The new blizzard will last 5+ minutes
This way, the blizzard has more of an interesting impact and will give players more time to take advantage of it. IE. flanking an enemy position.
With all these changes, I think blizzards could be interesting again. At least for me personally.
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Post History of comm_ash
Thread: Relic wants your vote about blizzards30 Jul 2015, 11:08 AM
In: Lobby |
Thread: M4 Sherman needs cost decrease 29 Jul 2015, 08:53 AM
It wouldn't have increased armor or on the move accuracy. It would be a poor man's E8 In: COH2 Balance |
Thread: M4 Sherman needs cost decrease 29 Jul 2015, 08:20 AM
It gives you an option. Say that lategame, you lose all your Jacksons to a Stuka CAS loiter strike. All you have is 2 M4A3 shermans, vs. 3 P4s. Upgrade to 76mm, and you have tanks that can hold the line until better AT can hit the field. You know, like how they were used in real life. Its not like Ostheer with the P4, Ostwind, and Stug in T3 don't build P4s because the Ostwind and Stug do their respective roles well. Sometimes you just want a more tanky, mobile, generalist tank. In: COH2 Balance |
Thread: M4 Sherman needs cost decrease 29 Jul 2015, 08:05 AM
You still have jackson. The 76mm would give you a tank that would be able to flank and actually pen most German tanks reliably. It would give you more AT and less AI, and it would allow you to use tanks with more HP for AT purposes. In: COH2 Balance |
Thread: ML-20 and barraging the enemy base need a nerf. 28 Jul 2015, 22:09 PM
Best fix for howitzers would be a multi-phased approach, similar to what I saw lemon come up with earlier. 1) Buff Howitzer HP to not be killed by a single offmap. 2) Howitzers gain reduced range ~175. 3) Howitzers cannot be built in base. This would give howitzers a trade off (offensive positioning to attack enemies, or defensive positiong to synergize with defenses), as well as reduce the shooting into base problem. It would also make Howitzers ALOT easier for OKW to counter. In: COH2 Gameplay |
Thread: USF: Bleed Infantry, Paper Armor, DOA weapon crews28 Jul 2015, 21:48 PM
Thats just it though, USF pays 280mp for their infantry, and they get inferior veterancy compared to other factions' mainline infantry (10% accuracy is HUGE, especially since it affects weapon upgrades. Riflemen need more survivability in the lategame if they are expected to cost slightly less per model than grenadiers. They are a close combat unit (Bars do best damage at close, and only at close can they reliably beat lmg grens) that is 1) Not cheap to reinforce per model like conscripts 2) Not able to sprint into effective range like Ass Grens and Conscripts 3) Not survivable like Shocktroopers As a result, they will bleed far more in the lategame than other respective units. This problem becomes even worse when you take into account the fact that USF pays a very large amount of popcap just for their officers and healing vehicle, as well as the fact that USF relies on low HP units that are not cheap like T34/76s nor survivable like P4s and medium TDs. A mortar would definitely help USF's early game, but rifleman scaling needs to be looked at as well. Either through rifle veterancy, or a global unlock.
It has a cooldown after you turn it off. (about 10 seconds I believe)
Everyone seems to fixate on rifle lmgs. They are not an argument for rifles scaling well. They are in 1 doctrine, which immediatly shows that rifleman are only scaling when they are giving a noncore unlock. They are also overperforming (defensive stance), which means that they are not a good reflection of what the base unit can do lategame. In: COH2 Balance |
Thread: Remove/change vehicle smoke28 Jul 2015, 17:16 PM
I was responding to the fact that you said that USF smoke doesn't require much more micro. And Ostheer smoke doesn't have to be mirrored to Sherman smoke. You could make it like this: Target position in area 10-20 around tank, smoke canister(s) fired at that position, in a direct, faster arc than the USF smoke, making it still a defensive tool, but one that requires more micro. Or you could give it a slight delay (3-4 seconds) Anything to make it require more brainpower than "insta-smoke" In: COH2 Gameplay |
Thread: Operation Charlie Fox 48h Update28 Jul 2015, 14:59 PM
Is it just me, or does Festive's cat look like it saw an eldritch horror in that screenshot? In: News |
Thread: Remove/change vehicle smoke28 Jul 2015, 13:57 PM
Shift + ability + target still more micro than "hotkey" -> living tank. Especially since the USF ability takes time to pop and thus needs to be thought of ahead of time. In: COH2 Gameplay |
Thread: T34/76 needs love 28 Jul 2015, 10:01 AM
No, its fine. If you rush a T34/76, it will hit the battlefield at around the same time as a rushed P4. It costs 80fu, which means that it is meant to be shitty, but easily replaced. Quantity has a quality in and of itself. In: COH2 Balance |
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