Like the BAR wasn't good before this patch... I think that the US blobbing is destroying the game. The whole US game play is just wrong, they need to remake the whole US doctrine.
They just run over every MG with BAR fire, if not, they just pop smoke... No need to flank, must be to complicated for to days player base...
now just replace USF with OKW and.....wow it is also happening! |
But overall i am even more worried about allies in team games, the nerf to these units might seem good at first, but the thing that was keeping allies somewhat playable in big team games was the sheer retard OPness of the ISU-152, the rest of their units simply aren't very good.
Overall we will see, and these patch notes aren't even final so whatever.
Very true Burt. As a 4v4 player, the ISU is the only unit that can allow the Allies to keep in the game, mores' than the IS2. However, OP it was, it was a crutch unit for Allied players. I am a fan of removing these "crutch" units, but without timely compensation, Allies are gonna keep feeling the pain in 4v4 |
My personal suggestion to the ISU-152 is to drastically nerf it's accuracy againts infantry at ranges more than 40.
Something like this
ISU-152 at range
60-70 - Barely hits infantry, still hits armor
50-40 - Decent Accuracy
40 and lower would be the range it would be finally capable of squadwiping.
JT is simple, remove the shooting through buildings nonsense.
I AM FAPPING TO THESE SUGGESTIONS!!! |
NO MORE SQUAD WIPES NO MORE SQUAD WIPES!!!!! |
It's all your fault kreatiiiiiir!
Joke. I'm not fond of the change. But then again i'm lazy and don't like playing high APM intensive strategy games e.g. SC2.
Whats the problem of the ISU 152? Is is that it one-shots squads effortlessly from far away? Or is the one-shots squads from far away part actually fine and only the effortlessly part is flawed?
I would argue the one-shot part is the problem. No increase in reload time, no decrease in range, no limit to unit count and no increase in the micro requirement will prevent one-shots. The AOE has to be tweaked, as far as i am concerned.
With the current change it will be necessary to hotkey your supertanks and be able to quickly execute the "attack ground/unit" command even in the heat of the battle to get your moneys worth. The way i see it, players with less stellar micro and reflexes will be severely punished, no matter how good their decision making is. Not sure if i like that.
Great points! I find the ISU very hard ot balance because of its design. It is essentially a huge artillery piece mounted on a mobile platform. It would be weird if it didn't hurt tanks or infantry. It is difficult to find that sweet spot where there is an acceptable amount of damage reached without making the unit OP. The Jagdtiger is a lot more easier to fix because it is mainly an anti-tank vehicle.
The Jagdtiger can more easily be adjusted, because it is mainly AT. Removing the ability to shoot through buildings or decreasing the range sounds alright. The inherent ability to get stunned could be removed to compensate. |
You make the problem worse by decreasing infantry lethality. Remember infantry damage was much lower at the beginning of coh2 and cover didn't matter at all. Every squad could just move up to a enemy in green cover with minimal damage and throw their grenades and grenades decided almost every infantry fight, not cover.
That is a good point. Good find That was not my intention hehe |
Why do u think these changes are going to make 2v2 worse |
Hello ladies and gents of the COH2.org community! I would like to share my thoughts on infantry combat and why it is problematic and how it can be improved.
I am really enjoying the combat in the first 10 minutes of the game. I especially like the infantry play in the first several minutes. Flanking is rewarded and proper positioning is important. It is really satisfying running up your conscript squad next to a gren squad, where the conscripts close-range advantage make it more lethal. Flanks around machine guns also feel wonderful.
This dynamic seems to change drastically in the mid and late game. There are more units to control first off, so micro and attention is harder. However most of these units are either vetted or elite infantry. They have great damage but also significant durability. These units, when blobbed, really make infantry combat not very fun. These blobs can do a lot of damage, even to units in cover, and take a lot of damage. This diminished the advantages of smart flanking and good cover.
I would like late game infantry fights to retain the dynamics of those first minute skirmishes, where flanking and cover are key to success.
I am not sure how to fix this issue, but I hope you players feel the same way about this problem. Perhaps Relic should:
1. tone down infantry lethality to discourage a-moving powerful units that pulverize everything
2. change the bonuses/penalties for units in cover/negative cover
3. ???
|
Small arms never could miss it in the first place.
Oh so infantry weapons always have 100 percent accuracy versus tanks and vehicles?
what does the size increase change to kubel do? |
Does the Kubel size changes mean small arms will hit it more often too? |