zis gun from 60 to 35 munition for barrage? And its buffed after that? Thats a double buff... noway, that means you will always get 2 zis gun and double barrage infantry to the dust. Imagine teamgames with 4-5 zis guns and just watching the lols as the other half of the map literally disintergrates.
Damage on the barrage is fine as it is and if you want to make it cheaper 50 munitions is already not expensive for soviets because they are not a munition based faction. |
alpha version had mixed teams, it was incredible boring and the game felt not dynamic at all when you got mirror matches. |
Relic is totally incompitent, all the good people who worked there are gone.. those who made vanilla coh1. Reason why coh2 is decent is its almost a copy paste from the original.. all new features just made the game worse but it got fixed with community input.
Problem with Relic is they are fucking obsessed with innovating, even if it means removing the best features of a game JUST BECAUSE then they get to innovate... brits to coh1 is a good example... an army that put the rules of the game upside down just because "we get to innovate and thats good".
Take DOW3... it doesnt play or feel ANYTHING like DOW1 and everyone wanted a new DOW1... and what did we get? An dawn of war game thats innovated to fucking retarded levels. I will never buy that travesty. |
Problems with teamgames has always been shared resources from caches, i suggested this in alpha already that every player benefits from caches will be a problem in teamgames. |
But the panther is a BAD tank destroyer, it has slow rate of fire and even worse accuracy. You need to stand still to hit anything with the panther but the panther hasnt got the range or selfspotting to be a good stationary tank destroyer and thats why the panther is gargabe. Yes it has good armor and speed but it has no offensive power at all and for its cost its simply not worth it. |
this guy is first of all an allied fanboy and second of all he is a 4v4 player and brings his expertise analysis on that noob game mode. Someone who isnt complete awful at this game knows 4v4 is just a spamfest and balance should be disregarded. |
All i see here is suggestions for abilities that make maxims win mg wars even more or negating flanking damage, i hope the team doesn't consider theses awful suggestions. Problem with maxims are their big crews.. i don't see how you can give the maxim a useful vet1 ability without making them spammable again. Reduce their crew to 4 if you are gonna give them good abilities. |
That's because forcing prioritise vehicles on AT guns/tanks would make it more difficult for them to wreck emplacements/trucks.
Hold fire is useful even for turreted tanks:
- You can use hold-fire micro to better time your shots, and thus avoid moving penalties
- For chasing a particular wounded tank in a target-rich environment. You don't want the turret to acquire other targets as you go for the dive
Hold fire is a must have for setting up AT-Gun ambushes, letting tanks drive deep into your kill zone before letting go of hold fire. |
Well with its nerf to set to times and suppression, this isn't going to be the case much longer.
With abilities that are flat stat increases like; burst duration increase, reload rate increase, damage increase and suppression increases, these are not really situational as there are few scenarios where it would be a bad idea to use them. Therefore you can spam them when you have the munitions.
Not One Step Back has the advantage of being situational. You'll only use it in MG wars. Also if this patch does the job, Maxim spam won't be as common and the scenarios where MGs face MGs will be less often. It's not an ability you can spam and you'll probably use it 2/3 times a match max. It also has draw backs, it's not an ability you mindlessly click. If you use the ability and force their MG off, that's not going to be much good to you if they got around your Maxim and decrewed it during the 8 second immobility.
maxims win because they have a much larger health pool than any other mg, simple as that. |
Not One Step Back
For 20 munitions Maxim can't be suppressed for 8~ seconds, but is immobile and can't rotate its arc. If in suppression it breaks suppression and fires normally.
It would come in useful in MG wars, when both are setting up, rushing to suppress the other or when they are already set up and you want to return fire. It's a fairly situational ability, which I'm guessing is what you want, as you you don't want to buff the Maxim by giving it an ability it uses all the time. It's also skillful, as you have to gauge before using it whether:
1. It's worth 20 munitions to suppress their MG at this moment in time and
2. If you'll be able to suppress their MG and manage not to get flanked, or worse decrewed, during the 8 second immobility.
its not like maxims don't already win all mg wars... why an ability so they win mg wars even more? |