Units shouldn't need a cheezy tactic to be viable. It was never even intended to be as big a part of the game as it is. If it was any other mechanic that was wiping squads in seconds there would be a unanimous call to remove it. But just because it was never dealt with in coh1 players got too used to it.
I say good riddance, the community should have been weened off this stupid machanic years ago.
I agree with this ^^ |
This is exactly why looking at these stats as they are is not particularly informative - I want to be able to filter the win/loss ratios by only looking at games where the players involved were relatively equal in skill (say, within 50-100 spots from one another, whether they are in the top 50 or the top 500). This is the only way to actually look at balance. Otherwise it could very well be that top 150 players lose 85% of their games with axis or allies against other top 150 players (implying awful balance) but you can never see it because 80% of their games are against much lower ranked opponents so their ratios even out towards 50%.
I agree with this. It's a bit inconsistent to only include losses within the range but any win counts. You should either, only include wins and losses within the range, or include all wins and losses regardless of range.
Or you can include a toggle where you can see, how many wins are against those within the range, outside, altogether or something like that. |
IMO this change isn't really solving the problem of volk blobbing and is just promoting the silly-looking tactic of kiting with tanks. Tanks were built for pushing, putting pressure on the enemy and allowing an assault to break the grind of trench warfare.
As long as the Panzershreck remains such an effective AT weapon, all this change will encourage is the horde of volks charging shermans etc. as they back away frantically trying to get the RNG necessary to deal enough dmg to force them to retreat. Not only is this frustrating gameplay (on both sides), but it looks completely ****ing stupid and is completely anathema to the WWII setting.
Having AT on volks gives them flavour and allows for aggressive play, I agree. But the shreck is just too effective to be given to starting infantry so easily. It's fine on the PanzerGrens as it requires a 120 muni investment and a specialisation to an AT unit. But for volks it's a problem, and I think fausts and/or AT rifles would fit them much better.
Finally, if this change only applies to OKW panzershrecks, you will now have the problem of the Ost panzershreck being much better and players who pick up a panzershreck may not know what the range is (particularly in larger games with both Ost and OKW), leading to even more frustration.
How is that different from how tanks approach grenadiers with faust or scripts with nade? You already have to kite infantry anyway in this game to avoid being snared by those abilities. Giving volks faust still forces you to kite them or risk being snared. |
Couldn't this unit benefit from getting the territory capping ability of the kubel? It might make it easier to manage paks without taking a hit on map presence. Or is this too counter to the defensive mantra of wehr? |
I'm in for a better Scout-car, Ostheer could really use a decent early-mid AI vehicle.
What if they let the scout car cap territory like the kubel? |
I KNOW! Sadly not everyone has a sense of humor, just check out sorrow and glee Magee a few post up, I bet he's the life of the party.
Wasn't really that fun for me when my allies quit because of it, but whatever makes you happy I guess. |
I just played a 4 on 4 in automatch where a player was able to play as soviet while on the axis team. Here is a screenshot:
If it's the same GenObi that posts in this forum, hopefully he'll be kind enough to PM you, relic, the details on how to reproduce this. I also saved the replay in case that helps. |
After testing it in games, a lot, yeah I've concluded that while conscripts have a use vs Ostheer, vs OKW you might as well not bother on many maps unless you get PPShs later on.
The only consistent scenario where conscripts have a chance against Volks is if they begin the battle at close range, and preferably if they are vet 3 (with Volks having vet 3 too, of course). Any other scenario, Volks walk all over them easily including with a shreck. And if you're in close range, guess what, you're also in grenade range, and forget about trading grenades because theirs is actually useful and isn't telegraphed years in advance.
In city maps, the match-up is somewhat even (but then Sturms fuck you up instead). In open maps, like Johnny said, forget it, give and just get Maxims. Your concripts are going to be cut down again and again if they can't surprise the enemy. Transition into Guards as soon as you can, at least these guys have a chance against the Ubervolks.
Cons will win more than they lose if they are vet3 when volks are vet5 even when they walk up to them, you just gotta get to mid/close range for that to happen, which can be hard sometimes.
I think they should revert the 20% damage buff and instead just give volks a 20% increase in long range accuracy instead, that way they are still weak when mid/close range. |
I forgot about the deflection damage. It's 0.25 so 20dmg per hit.
Yeah, that completely changes the math. My bad here.
The final hit was a penetration as a deflection would had deal 1260dmg total.
So yeah, on average, you need 36 zooks to kill a KT. What i found amusing is that luckily for those Rifles they survive with 2 models almost till the end so they didn't lost too much damage against the KT.
Ah yeah, you're right. For some reason I thought the damage was at 1240 instead of 1260 by the end.
Yeah, that was pretty convenient for the rifles in this vid for sure. Had the KT managed to wipe a squad, probably a different outcome entirely. |
Problem of this is that pushing the model with the shreck would be too easy early on.
I don't know, already seems pretty easy to do as it is. Could tinker with it a bit though. |