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Register Time: 11 Sep 2014, 03:24 AM
Last Visit Time: 9 Feb 2019, 04:47 AM
Steam: 76561198065091318
Residence: United States
Nationality: United States
Re: the t34-76, I feel like it's in a bad place NOT because it is cheap and easy to produce. In fact, I think it's a very, very good thing. The problem is, I feel like Relic did not go all the way in their philosophy. A half-cooked idea is worse than an idea that's not cooked at all. They should have gone ALL THE WAY with the productability of the unit. Reduce its manpower to 240. Reduce pop cap to 8. Problem solved.
EDIT: Oh, and fix its scatter vs. infantry because it's nonexistant until vet 2. Remove or reduce vet 2 scatter bonus if needed. There is "playing to weaknesses" but there should also be SOME strength. This also helps with the tank's spammable nature because then it will allow 2 vet 0 tanks to be useful, instead of waiting and intensely micromanaging the tanks until vet 2.
EDIT 2: You're also talking to your quoted post like he was the one that made the thread, but it was me.
It was reverted to 8 pop cap in a very recent patch and Relic admitted that changing to 10 was counter to its role as a mass producible tank. Scatter point I can agree with.
We can make the same argument where all skill plane bombers can wipe out multiple squads and tanks. Also, make the same argument about two big rings in the MAP, bright flares and 10 planes coming from the edge of the map can be dodged just like the skill plane bombers.
No because all tanks and infantry and mobile ATG have movement. The units I mentioned don't. If you don't move infantry or tanks out of the way that's your problem but the idea that a 600 MP unit can be destroyed by a strike just by itself is dumb. At least make it decrew weapon and damage half of gun so player loses his veterancy and has to recrew but a complete wipe with no counter is dumb. In vCOH there was only one commander on one faction with a recon run so you could argue that if you want to avoid getting off map on your built up artillery or ATG you should build it in a conservative location but recon runs are so common now that it's very simple especially in team games to recon a spot and drop artillery with no counter available which is terrible gameplay.
But for received accuracy most squad's get the modifier is categorized as apply_to_squad. If it applied to entity you'd have the issue where new member wouldn't get those bonuses as they applied to the original members.
Here's a video explaining things. Note that the penetration boost to the Conscript rifles is labelled similar to what you get with accuracy so apply_to_weapon and apparently those bonuses do carry over upon merging.
May take a few moments from this post as the video is processing.
In before Katikof sees this video and makes a thread demanding armor piercing PPSH's for his shock troopers!
I did test them, they're not bad but I don't suppose they're excellent either. From an ambush they still beat Panzergrenadiers with only 2 model loses, as opposed to no model losses. StG Obersoldaten are no longer easy targets though, and they cannot be ambushed because their IR Rifles detect the Commandos forcing the British to either force an attack and lose, or retreat. They will lose to Vet 3 Panzergrenadiers, but I don't consider that a bad thing because wiping Vet 3 Panzergrenadiers with ease is bullshit
Sounds like a pretty good sweet spot to me then. Will withhold further judgement until patch drops.
Basilone pls. Vaulting is cool. It actually creates interesting situations where players need to decide whether or not they should try to soft-retreat, vault, then hard retreat, or just hard retreat (possibly taking a more treacherous path). There was a great example of this in OCF, where a player had wired a treacherous retreat path around the southern points on Kholodny Ferma Summer. Twice, a Wehr player with overextended Grens had to move, then vault a fence, then retreat to take the "short cut" home. One time, they weren't able to, and when they retreated, they ran a huge obstacle course through enemy territory. Cool stuff, enabled by the vaulting mechanic.
But really, why would you make this sad shitpost and even spend time on a video? Just bored?
+infinity. It always struck me as insane that you could wire a small portion of each stone wall just below north VP rails and metal for instance and units had to take a massive trek around all the walls just to approach an MG covering the center. Would go back and play vCOH if they improved UI a bit and did added some simple things like vaulting. Call it COH HD like AOE did and add a few features.
I missed this bit earlier, it's wrong. Commandos do around 120 DPS, models have 80 health. Commandos ambush can wipe even Obersoldaten in 4 unless they are Vetted.
Have not tried the balance patch but I still think commandos will be awesome for surprise attacks and flanking support weapons. They will probably not be at all viable as frontline troops now that their damage goes way down which I am OK with.
That and players thinking their tried and true tactics should always work. One thing I have learned is if you think a unit or ability is so OP as to be game breaking then go and try 3-4 games and try to abuse that ability/unit. If you are able to make it work and post them replace and make your case; but if you going to get countered even with what you thought was an unstoppable/game breaking unit if you are able to make it work and post some replays and make your case; but if you go and get countered even with what you thought was and unstoppable/game breaking unit then maybe consider that your opponent knew something you didn't or did something you could learn from. Once I did this for myself I became a much better player and I also started thinking ZOMG OP a lot less. Problem is we have a lot of players and only play one faction, maybe two and while that is certainly their right it also means they have no idea what it feels like to be on the other side.
If you build a mortor or an howi your enemy has the chance to counter it before his buildings are getting destroyed... you simply cant counter the Air Superiority ability. Would it be just one plane which is really fragile to AA or if there would be some kind of counter ability it would be fine.
But for now it is a "click to win" button.
That goes without saying the ability is very expensive but there shouldnt be so expensive OP abilities ingame. 1000ammo for a "win the game nuke"
Good points. I don't like any factions built up artillery/ATG/emplacement/truck wiped out by a one click air strike unless the defending player has some opportunity for counter play such as shooting planes down which isn't possible with most air strikes. Take them down 75% or so sure but at least that way it is required to bring some additional forces to finish off a full health ATG/field Arty/truck etc.
Yes received accuracy and veterancy is entity specific not squad specific.
***To answer in simple terms,** YES
That is cool...now I have to figure out if it is ever worth it since I would be losing some infantry field presence. Thanks for answer.
If I crew a completely new gun (pak, zis, raketten, etc) with a vet 3 con squad does that mean that those models would also keep their rec acc bonus as new AT crew members? Based upon your previous answer, I woudl think so.