No, if anything OKW and UKF should be nerfed to Ost levels.
Ost has the highest win rates in every game mode, 1v1 through 4v4, arranged teams or randoms. In some cases, it is around a 30% increase over allied win rates. When do "reasonable players" think that Ost has been buffed enough? |
Even better, why not remove the gimmicky of Flak bunkers on HQ and replace them with MG bunkers as all other factions? (I've always complained about this and the random USF HMG on the circular base). If anything, those flak bunkers should be the ones in the doctrinal ability.
All heavy based AA should had a toggle mode which would go from attacking land or air targets.
#Dream: all loiter and single strafe runs (maybe including bombing runs) should work like this: they are called from offmap and they circle around an area. For X amount of time, you have time to select where you want the plane to attack (in that zone).
Both of these are solid suggestions. The second one might be hard for Relic to code.
I did two tests where I put a bunch of tanks in a small area and then dropped the loiter ability on them. The Stuka loiter would kill four Shermans and damage a fifth for 200 munitions. The P47 loiter would slightly damage several P4's and take as much as 1/4 of the health of one P4 if rockets managed to hit. In short, up to 3000 damage for 200 munitions or 300 damage for 240.
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Ostheer panther is in tier 4 sunshine and costs a 175 fuel on top of that pricey route to teching to and building tier 4. However, the sherman comes without any teching cost. I understand that you are extremely Allied biased, but you are taking it a bit too far. Troll more like this on this thread and I will report you.
So you're the Axis version of Kaitoff now? Are you going to report everyone who thinks comparing the M4c to a Panther is an idiotic comparison? If so, please include me. |
Team games have always been in Axis favor because the increase in resource thus fielding tanks and heavies faster. They dominate 3v3 and 4v4. It's not even comparable if the Axis players are semi-coherent.
Before the WPB, the balance in team games was pretty good, but Soviets were badly OP in 1v1's, USF somewhat also.
In some ways, all of this goes back to Relic creating different numbers of tiers for different factions, and the call-in system. Had they stuck with the four buildable tier system, it would have been much easier to balance. Also, the doctrinal units that commanders give should have been buildable at the appropriate building.
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There is no drawback to this doctrine. It gives you an a-moving insta pin mg, fuel drops, repairing conscripts and you can simply stall into sherman spam.
In GCS it is chosen in every single Soviet game and it most of the time results in a win. It is completely broken.
"every single Soviet game" = 13 out of 28 (slightly less than half)
"most of the time results in a win" = 9 out of 13 (more than half, but the map pool would be interesting to see as some maps in tournament pool do favor allies)
It is completely broken in comparison to Guard Motor and Shock Rifle, which won something like 1 out of 6 matches. |
Stuka zu Fuss incendiary barrage is worthless due to horrible accuracy, so if it shared a cooldown, no one would use it. Besides, it costs munis.
It's useful in 4v4's against SimCity. It has no problem hitting emplacements and killing repairing engineers. |
Welcome! I recommend watching these tutorials first:
https://www.youtube.com/playlist?list=PL9maeIrWK0SOuYjVgeWa6CEg-4VYwU3zf
1. That's absolutely possible and not very difficult to do. Have a look at the Ostheer HQ and tier structures in the "ebps" category, specifically their upgrades and requirements, to see how!
2. I don't think you can disable a faction, but you can make it useless by, for example, removing their HQ and starting unit in the "army" category.
I'm working on a mod where the British faction has a somewhat more conservative tier structure - feel free to look at the source files, which are available here:
https://github.com/PlanetSmasherCOH/BritishArmy
3. To learn how to modify commanders, have a look at this thread:
https://www.coh2.org/topic/57379/modding-commander-abilities
Please note that it does not apply to UKF commanders, because unlike those from other factions, they actually use the commander system properly. To modify a British commander ability, you have to clone it while keeping the name.
If you want to completely exclude them, this one might help:
https://www.coh2.org/topic/59835/q-how-do-i-disable-commanders
Good luck with your mod. If you have any questions, feel free to ask them here!
I've been starting with USF and trying to duplicate the Soviet tier system. I created a Heavy Armor building, but don't see how to make an icon to build it. Also, I tried replacing the M36 in T3 with a M10 but all that happens in the mod is that the M36 disappears. What is the setting to enable new tiers to build? Also, how do I get the M10 to show up in T3? In general, what do I do to change a call-in unit to a buildable unit that is tied to a tier? |
How many copies of the game has Relic sold lately? I'd bet it wouldn't be enough to justify the expense of creating new content. |
Thread: MG34 12 May 2017, 13:08 PM
stuff
In game, the MG 34 feels like it fires rubber bullets. However, the 50 cal is also a bit meh and the new maxim is worse. What should be the standard for MG's? |
As bad as this patch is? These last few patches has been the best this game has seen? What planet are you on right now? Sim city is going to receive a nerf or a change at the very least. And your saying I'm losing credibility by being correct on the nerfs I called out for? Wtf I was right yet I'm wrong to your eyes? Balance mods are community/stats feed back bro, from some of the best players in the game. Your making a fool of yourself right now
Relax, then reread my post. |