This is one change I'll have to test to see how it performs. If it makes it to easy to blob with frontal assaults and completely break suppresion lines for 30 munitions then I will not agree with it. The initial ground gained plus the second ground gain from the suppression counter reset may be enough to overwhelm the HMG anyway. I'll have to test it though.
I could even see scenarios where an HMG is suppressing the Captain + 2 rifle squads, and the moment the HMG has to reload just use 'On Me!' and you win the engagement. Seems to easy and dull, like CoH1 ability blob style. It is for this reasoning that I dislike it, since it completely ignores the importance of placing your Captain in an aggresive yet safe position.
I think Relic's implementation of the 'On Me!' ability has a lot more tactical depth since you have to position the Captain in the correct position for it all to work. Relic just have not implemented the ideal ability since the range is huge an makes a mess of your whole frontline, rather than helping 1-2 squads in the same engagement. I agree it is a annoying pain to give +5 stop orders, but removing tactical awareness to make things mechanically easier? No thanks.
On the topic of pin point rallying with the ability it has never bothered me to be honest. If the USF player loses his whole blob because of it then thats the USF players fault in analyzing the risk vs. reward associated with using 'On Me!'.
Profile of StephennJF
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Broadcast: https://www.twitch.tv/StephennJF
Website: http://www.twitch.tv/stephennjf
Steam: 76561198061491960
Nationality: Australia
Broadcast: https://www.twitch.tv/StephennJF
Website: http://www.twitch.tv/stephennjf
Steam: 76561198061491960
Nationality: Australia
Post History of StephennJF
Thread: Kappatch - A minor rebalance mod2 Nov 2014, 07:16 AM
In: Lobby |
Thread: Kappatch - A minor rebalance mod2 Nov 2014, 05:36 AM
I understand why you changed the Captain's 'On me!' ability, however was it possible to keep the ability statistcally the same but just heavily reduce the range of the ability. If I were to change it I would make it so the range is equal (or just slightly more) to that of the Captain's line of sight. That should help minimize literally a whole screen length of infantry/support units being dragged into the Captain without making it like CoH1 fire up mode. Having the reduced range will mean it will only generally affect 1-2 squads in an engagement. If your Riflemen is suppressed and your Captain is the one that executes the flank, it slingshots that Rifle straight back into position hence further rewarding a flank. I really like the tactical way 'On Me!' works, just hate the massive amount of units it drags in. I want it to be just a 1 or 2 squad transaction. In: Lobby |
Thread: This garden moderator needs to pudding go!!1 Nov 2014, 09:08 AM
Yeah the system is better if it gives the player the option to enable/disable it. Either way though it hardly bothers me as a massive issue and I'll just have to learn to communicate without swearing. I personally swear a lot even, though it is rarely ever an insult/abuse. It is just the way I talk whether it be online or real-life. Heck, I even swear when I am talking with my parents but they don't give a shit because they know I am a nice/respectful person. In: COH2 Gameplay |
Thread: Kappatch - A minor rebalance mod31 Oct 2014, 02:53 AM
Nice work Cruzzi. Looks really good. The only obvious balance changes that come to my mind now without playtesting the first version of the Kappatch includes:
Good job! In: Lobby |
Thread: List of new war spoils30 Oct 2014, 13:49 PM
Thanks Cruzzi! In: COH2 Gameplay |
Thread: List of new war spoils30 Oct 2014, 12:50 PM
Ambulance cost reduction = Medic spam. I will make MLG medic army I swear on my mum. Sturmoffizier aura blobbing party = Relic hahahahaha gg wp. Thanks though Cruzzi. Artillery units are all units like mortars, panzerwerfer and LeFH? I suppose the increase in range still equates to an increase in accuracy as well? In: COH2 Gameplay |
Thread: Fixed positions is automatch30 Oct 2014, 12:40 PM
They could keep fixed spawns if they reversed the Allies/Axis spawn for the majority of 1v1 maps. I honestly wouldn't mind this, however at the moment it is all wrong and is literally unfair/boring. For automatch I still prefer random positions as it lets you use a lot more strategies and increases replayability. In: COH2 Gameplay |
Thread: Interview Greg Wilson about October Patch29 Oct 2014, 08:18 AM
Dear people complaining that X, Y, or Z was not given a sufficient number of shoutouts in the interview, So what you are telling me is this? Gamespot has editors. Computerheat is an editor. Editors hide the truth from the people. Computerheat is blue. Relic is yellow. Blue + Yellow = Green. Illuminati is green. Computerheat and Relic is confirmed illuminati. I know this is sad for everyone but it is the truth. It is only through revealing this that I can make the community toxic free again. Plz have faith in StephennJF, the true RNGod and bringer of MLG euphoria. PS. Nice signature VonIvan. I still can't stop laughing for the Relic creating/releasing patch part In: Lobby |
Thread: Is the Bar-buff the right way to get interesting games?28 Oct 2014, 15:53 PM
Or maybe rather than OST players spamming more LMG grens to counter it they will realise that if they use HMG or sniper well it has a better effect. Combined arms reborn. In: COH2 Balance |
Thread: Units clumping up even MOAR!26 Oct 2014, 05:32 AM
Yeah units clump a lot more with this system, however it is for the best. I get to angry seeing my green cover squads be suppressed by poorly placed HMG, especially in the early game where such an event results in your cut-off being disconnected. Mortars, artillery and any other in-direct fire units as a result have received a siginificant buff in their ability to cause squad wipes. However, for mortars and artillery I believe the current cover system is fine because they have a long set-up time, long cooldown time on barrages and the fact you can easily put pressure on these units. The only unit that is incredibly lethal now for indirect fire units is the USF M8A1. That M8A1 is squad wiping like crazy when squads are in cover, is highly mobile and quite tricky to actually kill on some maps. I think the M8A1 may have to receive a decrease in its autoattack fire rate in order to compensate for the cover changes. In: COH2 Gameplay |
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