This is completely impossible. We were all quite assured that several patches ago the reason the search rate was 90-10 was not because there was an imbalance and people wanted to win but simply because axis are cool!
If you are right.... people want to win and played axis because they were OP. But....
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Rifle Flamers are the new Ober's. Although not as problematic on a one for one basis, the sheer amount that can be fielded over the course of the game are just as devastating as the old Ober's were. When you need vehicles to counter a mobile manpower unit, the game is in a bad state.
Relic now find themselves backed into a corner again, having released a premium content commander, when the faction was not ready for it.
Personally, I'd like to see flamer-rifles removed from the game, however, it is a premium content commander, so that is doubtful to happen... My idea for a solution to flamer critical mass (this includes all units that upgrade with a flamer), would be to introduce a slowing mechanic, much like that of the Anvil Royal Engineers, though not quite as drastic (perhaps half the speed decrease of the Sappers).
1. It would be historically relevant. You do not see guys in war reels, sprinting about with two gallons of highly volatile Napalm strapped to their back.
2. The units upgraded with flamers would still be useful versus units in green cover and garrison's.
3. Spamming flamers would seriously impact the spammer's ability to hold onto the map.
4. HMG's would have a chance to stop the attack, before being swarmed.
5. It would promote better play, and forward planning. Want to get that MG out of the church? Okay, well you better have some diversion ready, or some smoke to enable your slow-ass flamer unit to get into position. |
Siuking saying the 222 might as well sit in base... just lol. It doesn't even need a scope to be an excellent scouting vehicle.
Why does everyone keep saying its ai ability is terrible? Compare its ai with m3, kubel and UC... yeah not so bad after all is it, given that it fucks up all other scout cars.
Geez Nosliw, all the best players used to get early jeeps and bikes for inf pushing etc. You're making it sound like those units never came out before 8 minutes... |
It always feeled worse. That may be coused by the fact mg was acc based and autocannon is AoE based damage, so in best case the damage is the same but less consistent. The other factor is that 222 can destroy cover, cool thing but it also means it shoots cover instead of squads (the same factor as with IS-2 or tiger for example) so there is less damage. And last but not the least it costs more now, you could build 2 and upgrade only one before. Now one delays tech as much as 2 did before.
I'm also pretty sure it keeps the MG as well as having the auto canon. I might be wrong? |
That said I liked old coh2 221/222 more as I could kill infantry with basic, cheap one and upgrade it when other ACs hit the field to counter them.
AFAIK it doesn't lose any of its ai capabilities with the auto canon. The 222 has the same ai as the old 221? |
i think you didnt read the part were i said I THINK THIS UNIT IS FINE BTW (!!!)
and i didnt compare it to kubel, someone else did it, wtf is wrong you lol
Not sure why you've gone on the defensive, I wasn't attacking you, but okay.
I compared it to the Kubel and bike from coh1. Why? Because it has the same role. You just can't compare it on paper, it's not as black and white as that. Why? Because you have to factor in timing and cost (fuel penalty).
People need to stop thinking this unit is a light vehicle counter. It's a scout car, that just so happens to counter all the other scout cars, due to timing and cost. That is the pay off with getting it later.
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compare it to a bike( or kubel) when 222 needs 40 fuel to tech to t2 and the fuel u need for building t2 and the 15 fuel for 222 is kinda, strange?. and m20 is superior in evry way i think, i doenst take much dmg from small arms and can lay mines. im fine with the unit btw, maybe up the fuel cost to 20-40 and increase it surviveability vs small arms
15 fuel for arguably the best scout car in the game (close call with M20, which has similar timing and cost), when you compare it to units such as M3 and UC is a good deal imo. No point comparing it to Kubel cost, as OKW have fuel penalty. When you factor in that, it's kinda comparable when you take into account timing/effectiveness.
All scout cars take small arms damage. It would be retarded for one not to take it. It's really quick, you should not be getting it killed by small arms fire, unless you've tried to use it as a light tank or you over extended it. If its been snared, well, such is the life of any scout car. |
1. This isn't coh1. If you want to compare it to a unit in coh1, the bike is the closest unit to compare it to, despite its appearance.
2. It is a scout car, not a light tank
3. It should be compared with every other factions scout car equivalent. Those being: M3, UC, Kubel and M20
4. Its timing and cost should be considered
5. It is not a hard counter to any Flak HT. It is a scout car, use it to scout.
6. It is not a hard counter to infantry. It is a scout car, use it to scout.
When all the above is considered, you'll see it is not in a bad spot. |
Memory leak, usually first on the list for any developer to fix, because they can cause hardware failure in some cases.
14 months and counting... |
guys, assuming the stats were set right pinning is gone.
http://community.companyofheroes.com/forum/company-of-heroes-2/company-of-heroes-2-general-discussion/67-coh-2-changelog?p=225040#post225040
please catch up and stopping complaining about something that's supposed to be fixed.
if it's not fixed then say that it wasn't fixed instead of continuing to talk as if there were no changes made.
They shouldn't even be suppressing imo.
Just buff the 34 and make it non doctrinal. Make the kubel doctrinal, take away its suppression, give it more dmg, a bit more survivability, and more scouting abilities. Fix the bugs with the .50 cal, and, you know, make both the ISG's more akin to the other mortars, in both price and effectiveness.
Done. Simple. End of story, never to be visited again. |