I was playing as OKW in 3 vs 3 and holding A VP, muni and fuel point on my own. My king tiger had just arrived.
On the other side of the map, two guys were engaging 2 enemies.
One of them, playing wehr, frustrated by his lack of skill, started whining 'allies are OP etc.etc.'. I told him to shut up, keep playing, L2P and stop being such a butthurt noob.
He had 3 panzergrens with schrecks destroy ALL 3 of my trucks and also my HQ. He used light artillery barrage on my troops (He was playing mechanized assault).
WHY THE HELL CAN'T WE KICK TEAMKILLERS? Why does panzerschrecks do damage to your allies buildings? Are these people who get butthurt at their lack of skill and then attack their allies never punished?
Moderator Edit: Removed player name
Just out of curiosity, did you expect a good result after calling a random stranger on the internet a butthurt noob? |
I would keep the intel bullitin stacking, since it gives you for only 1 unit the stack. So don't remove it. Like 3x 5% increase armour for a Pz4 gives you only the good stuff of the pz4 nothing more. This means you'll have to go into pz4 to get maximum quality of your selection.
I think most of the Grenadier bulletins work on different types of Grenadiers. Cruzz(?) posted something about it. |
So the 3x JT penetration bulletins will stop stacking????
95% of bulletins don't do much because they're multiplicative. Stats have to be pretty good to get much of an effect, like the 5% armor on PIV's. Stacking armor penetration bulletins on Guards would raise the penetration from 80 to 85, which is a negligible increase when shooting at 300 armor.
The 5% range on pack howies are good also. Other than that, 3% accuracy on base infantry is usually the most helpful.
I tested several of the bulletins that looked promising, like 5% reload on AT gun. Three of them do stack, but it means 1 extra shot per minute, not exactly game breaking. I didn't try it on the T34, but would assume that it means about the same. |
I can definitely agree that the Brits in general should've been buffed, contrary to just the aec. I would be content if Relic could really just make changes that wouldn't break balance, or result in mass contention. I believe gathering more information and testing further would really help, and even possibly having some top players act as quality control, would really be nice for everybody.
I'd be fine with Relic and the top players doing all the testing as long don't go too far down the rabbit hole. They've bordered on that with USF, making a army that can be OP if micro'd really well but is just a bunch of fragile units if not. Then the elite players complain about it because USF wins most of their matchups while the general player base complains about it being UP because they can't micro like Jove (or pick name of any elite player). Also, units that are good only if micro'd well in 1v1 or 2v2 usually don't scale well in a 4v4.
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I can definitely agree that the Brits in general should've been buffed, contrary to just the aec. I would be content if Relic could really just make changes that wouldn't break balance, or result in mass contention. I believe gathering more information and testing further would really help, and even possibly having some top players act as quality control, would really be nice for everybody.
I'd be fine with Relic and the top players doing all the testing as long don't go too far down the rabbit hole. They've bordered on that with USF, making a army that can be OP if micro'd really well but is a bunch of fragile units if not. Then the elite players complain about it because USF wins most of their matchups while the general player base complains about it being UP because they can't micro like Jove. Also, factions built like that don't scale well into team games because micro loses much of its advantage late game in a 4v4. |
It is like politics. Most people vote without knowledge
In that case, I'm going to vote no. Oregon and Washington both have lots of ballot measures that are started by "concerned citizens", and most of those ballot measures are contradictory, nonsensical, or just plain pudding.
ps - Hi Edible - it would've been nice if overall Brits had been buffed a little and the AEC not quite as much, but it is certainly much better for Brits than it was. I'd rather Relic make small changes, then wait to see effect, rather than huge changes that sometimes badly miss the mark. |
Change the LeFH, ML-20, and B4 to 320 mp, 12 pop cap
shells:
LeFH - 4 shells, 150 damage at center
ML-20 - 3 shells, 200 damage at center
B4 - 1 shell, 600 damage at center (yes, it wouldn't 1-shot a full-health medium)
Revert the AOE of the howitzers to what they were a year ago (don't remember exact ranges). The current AOE is too small to provide any reliable damage. Give BB4 largest AOE, followed by ML-20, then LeFH.
vet abilities: smoke, artillery flare, -15% cooldown at vet 3 (don't bring back precision strike)
give regular shells suppression (but not enough to insta-pin), smoke would be smoke only
Make it so gun can't be destroyed while weapon is crewed, and keep the restriction on not being able to build in base.
This would greatly cut the number of shells while only slightly cutting pop cap to discourage building too many of them (could also put a limit of 2). It indirectly nerfs the counter (stuka dive bomb, IL2 precision strike) by having it affect a unit that is only half as valuable.
The idea behind this change would be to make arty useful while keeping the game from devolving into an arty battle.
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Thank you for the guide, Hector. I've played several games following this with much better results. I was way too passive at the start of the game. |
Allies won every game by a large margin.
I think we need to revisit balance - axis op anymore certainly doesn't seem true.
Thoughts?
The DLC commanders have changed late game. OKW has some cheese but all of the UKF premium commanders have game-changing cheese (air strikes, artillery) available by around 12 cp. USF has only one commander that overperforms, but I'll bet that every USF player used it exclusively in the tournament. All of this make it difficult to do the meta of a year ago of just parking a couple of JT's by the VP's with some panzerfusiliers to spot for them.
Panzerwerfers are also cheesy, but all they mean is that you stay away from heavy team builds and don't garrison buildings once they hit the field. They don't seem to lock down VP's like Calliopes do. Two Calliopes can make it really difficult to axis to neutralize and cap a VP. I'll bet that many of the tournament games had up to four Calliopes which make axis infantry play really difficult (and the 1919 being in the same commander doesn't help).
A year ago, it seemed like all you had to do was survive the first 30 minutes as axis and you were almost guaranteed a victory. It certainly doesn't feel like that now, and sometimes feels like late game is better for allies. |
Guess what, they already excel at their role, which is:
- Deny building, Cover.
- Completely render SMG play pointless.
- Hard-counter Gren/Vloks spam early game.
- Rekt OKW trucks.
/LearnHowToUseThem
Except that they don't, and if you'd used them anytime in the last 4-5 months, you would know better. They're worse than Cons in almost every way.
http://prod.coh2.org/topic/44537/penal-satchel-charges/page/1
http://www.coh2.org/topic/42537/satchel-charge-bug/page/1 |