Sure you can, but without any reason for people to believe you're an authority on the subject nobody's going to listen to that criticism.
Then, you should state that, not that the other mate has no right to say a word about the balance team´s work as he has not payed them...because saying "stop saying, you have not paid them" is at least, well, you should know it...
Anyway, There are thousand of examples of people being an authority in several knoledges areas without working on those areas...and in those cases, people not taking their opinions seriously is a fault in people´s side, not in the other side, of course.
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The balance team isn't paid. Not unless you count relentless forum abuse as payment.
yes, the community don´t pay to the balance team.....
yet, the community never asked the balance team to become the balance team...
can´t you blame a bad film just coz you are not a film-maker?
can´t you blame your favorite football team just becouse you are not part of it or you never has been a profesional football player? |
OKW without nades would be a massive joke in team games. Flame nades do not kill anyone they force them to move which creates a scramble allowing OKW to have a chance against MGs. If anything, get rid of the nades that wipe a whole squad since there is a 4 second lag some games.
If a squad is in a building, they are not taking territory in a 1v1. That seems crucial. Squad in building = more resources for you. Comes down to map making so buildings are not on top of important points.
lol
squad in a building = defending an already occupied territory. you don´t need to cap a terrritory that is already of your onw, that´s why you put the squad in the building, to defend the territory you got before....
so yeah, you can cap the normal point that no one is deffending in the square of the map, but the important fuel or muni point is being deffended by an squad in a building...so if you want to stole that resource or slow down the tech race of your enemy, you will need to clear that building and get that fuel point.
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Don't A-move your squads, and you won't have this issue.
even better, don´t fire COH2 anymore and you will get perfect balance...
you have to be mad or something....I would feel ashamed if I were you after looking at your answers in this forum.... |
That's not the majority. That's the plurality of the votes. The majority actually voted for not keeping smoke on riflemen.
There were only meant to be two options on the poll:
- Nerfed riflemen smoke
- Current smoke but on RE and officers only
Thus, the proper way to read the results is:
- 46 + 2 votes in favour of riflemen
- 7 + 15 + 31 votes in favour of not riflemen
That's narrow. However, given that USF now actually has a late-game, super-high-available smoke would almost certainly cause issues.
looooooooooooooooooool
what a joke muahahahhaha
if the pool is wrong, then make a new one, but accomodating the results to preference is not the way to go....and you know that...but hey!! it´s your game so....oh wait!!!
Using your words:
* The majority actually voted for not putting smoke on REs. (46 + 2 + 31) and this is quite higher than your "- 7 + 15 + 31 votes in favour of not riflemen" but these figures are not what you want, so let´s play with numbers until I have what I want....
* That's narrow. However, given that USF now actually has a late-game, super-high-available smoke would almost certainly cause issues. ---> yeah having smoke in 3 rifles could cause issues, but having smoke in three officers + one or two RE is not an issue???? I see more super-high-availability in the latter.....3 versus 5...but ok.
lol
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For one thing, I would honestly choose .50 over mg42 every time given the choice. Faster setup, crazy dps, and really good stock penetration along with sprint and AP rounds. The only reason .50 can be this powerful is because it comes the latest of all nondoctrinal mgs. If .50 was t0 you could literally just spam like 4 and use them like the old maxim (a move to victory). Sure, they'd be a little squishier but they wreck infantry and light vehicles (except for luchs). Comparing .50 to mg42 is silly; the only thing mg42 has over the .50 is a wider arc, which doesn't even matter because the .50 can setup and teardown very fast.
Edit: this is coming from a usf player.
no prublem mate, give .50 cal same stats as MG-42 and put in T0. |
Live-version ISG is useless when you have one of them.
The moment you get 2 of them and more, it becomes retardedly OP, due to its insane auto-attack range, pinpoint accuracy, good rate of fire, and low shell travel time. If you combine this with other faction features, such as MedHQ retreat points and FlakHQ lockdown, you have the OKW sim city.
All of these make the ISG a mega-camping tool one what is supposed to be an aggressive faction.
The mortar pit also has these issues, which is why its autoattack range is lowered by a lot. However, there is no way, this is ever going to float if you don't also lower ISG's range at the same time; the mortar pit is stationary, ISG is not.
is ISG getting improved stats when paired with at least another ISG???? how is that one ISG is useless but two of them are OP due to its insane auto-attack range, pinpoint accuracy, good rate of fire, and low shell travel time??? is any of those parameters improved when pairing an ISG with another one????
how is that 1 is useless and two of them operating at same time is OP???? |
Comparing pioneers with (doctrinal) mainline infantry..
Soviet mortar is an outliner, how about mortar pit, pak howie, scott, 120mm mortar ,katjusha, calliope, lolmatress hm?
They are on par if not more effective than ost indirect fire..but of course at your elo you probably play versus armies of assault engineers and royal engineers (you even fail to see that they can be upgraded to a 5th man )
we are talking about whiping 4 model squads with indirect fire.....yeah, mainline infantry, muahahha great scape door for you.....
and yeah, you don´t like comparing pios with mainline infantry, but have no problems comparing late game rocket arty that cost a ton of fuel with the OST mortar, yeah man...keep trying....
my elo, lol, I don´t need to play this game to realice how wrong you are.....but yeah, my elo is really low, hope this helps you.... |
Yup sure. Not like models per Squad has a huge effect on surviving indirect fire, and we all know all factions have the same model count...r..right?
Yup sure. And at the same time we all know all factions has same stats for their indirect fire!!! sure!!! that is why the soviet mortar is as faster as the OST one firing rounds ...r...right?
and of course, brit engineers have same number of models than volks yes??? and USF assault engineers have same number of models than pfussies ....r...right? yeah, poor axis factions, they are the only ones with 4 models squads.
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USF:
It's probably a bad idea to give Lieutenant tier access to an AT gun like that. That's because you have the LT unit shock value & the M20 & the potential to go Major faster.
I'd, personally, favour swapping Stuart with the AAHT, because it's more straightforward. That way, both tiers have AT. You just have to choose between a tier with a lot of shock value, but you have to pay fuel for it (LT), or a more conservative tier that's manpower-oriented (Cpt).
Both USF and OKW have access to good light vehicles. Therefore, they should be incentivised in every way to build light vehicles.
if you swapp stuart with AAHT:
1. usf player will be able to rush a stuart faster than now (bye bye 222)
2. you will be putting more pressure in the enemy that you get now with the lt tier (oster player forced to get pak faster to counter stuart)
3. you would get more AT capabilities with the stuart that with the AAHT so your solution seems to go againts your argumentation about why putting AT gun in T0 so LT tier can enjoy some AT .
not sure if you just rushed this answer or if I am missing something.... |