Oh this is beautiful |
Your poll is somewhat flawed since tanks depend on fuel as much as they do MP. If you're getting rolled by massive amounts of tanks then you probably didn't have a good start to the game. |
Yes, replace it with a 20 munition Precision strike, because that won't be terrible....... |
yes. it is time for axis to suffer.
Nah, but maybe time for enough people to realize that arty needs to be toned down.
In games like Total Annihilation, you could have games with units either banned or limited. I think the game would be a lot more fun with limits on arty. |
Thread: Bunkers22 Jun 2021, 01:54 AM
I might agree that Bunkers should cost population, but the difference in strength between OST and USF "bunkers" isnt something I think you can totally fairly compare directly.
They're on very different factions, USF being a very "aggressive" faction, and OST being a very "defensive" one, which not to mention the utility of the Rifle Grenades.
I honestly always found it a bit strange that USF have the Fighting Position at all, while SOV and especially UKF do not. UKF in particular is a much more "defensive" faction in design. Is there some design goal here I'm missing?
Admittedly I don't know for sure, but I'd also assume the Fighting Position is using the same profile for its 50 cal as the teamweapon version, and the Bunker is using the teamweapon MG42 profile, other than arc in both cases. If this is true, the Fighting Position is pretty well advantaged in that aspect.
All I'm saying here is that I don't think that the FP being more vulnerable is necessarily bad. I will also state that static defences in general are historically not a great fit for CoH.
EDIT: It is definitely absurd that the OST bunker can fail to be penetrated by explosives, however. That's certainly something that should be changed, even if nothing else is.
The fighting pit and bunker are so different that I don't know how you can really compare them. Yes, the bunker is tougher but the fighting pit gives free rifle nades to a garrisoned RE. That's really apples and oranges.
I do think that giving them a pop cap of 1-2 would be justified. |
Just axis players being braindead and sucking CB for too long
I play both Axis and Allies. The point that the Axis players could've made is that a viable on-map howitzer will force them into the same stale meta that Allied players have had to endure for years. It wasn't too bad if you played Soviets before they took the bombing run out of Mechanized, but it got bad even as Soviet after that. I'm not looking forward to autopicking Storm for the next 300 games because I see 7 B4 commanders in the 4 opponents loadouts every game.
I've made the suggestion a couple of times that howitzers should be given the same treatment as heavies, meaning a limit on them and possibly even a cooldown on building them. I hope that the balance team thinks about something like that instead of just nerfing the B4 and pretending everything is fine. As a point of reference, the balance team specifically made the Priest so that it could not be decrewed when Priest spam was a thing. They should've done that to all howitzers. |
When I look at NSO Lockdown or Strurmpanther over twich dan I see that they do not have the problems. As written I get together with the best players via randoms and we don't manage to win against people who have 100 STD game time. It's also that the opponent can somehow build more units faster and put more units on the field like me?
Wen ich NSO-Lockdown oder Strurmpanther zu schauen über twich dan sehe ich das sie die Probleme nicht. Wie geschrieben ich komme über Randoms mit den Besten Spieler zusammen und wir schaffen es nicht gegen leute die 100 STD Spielzeit haben zu gewinnen. Es ist auch so das der Gegner irgendwie mehr Einheiten schneller bauen kann und mehr Einheiten wie ich auf das Spielfeld bringt ?
When you're trying to use Google translate, try writing like you would talk to a child. Google translate struggles when using more complex sentences. Also, abbreviations don't help. I'm pretty sure you meant stunden but STD is something more like herpes or gonorrhea so you could've got a really interesting output from Google translate. Then the mods would have to move the post into the B4 thread. |
Again, it takes 4-5 minutes (assuming ZERO grenades, mines, etc) of munitions income to counter ONE B4 which can be built every ~2 minutes
And it's only a net loss for Soviets, excluding area denial, if the B4 never hits anything. And even then, it dominates the Axis' attention and demands the total use of all of their munitions resources, meaning nothing is available for grenades or mines and so on.
Also, while normally I would ignore Katitof and advise everyone to do the same, here I'll simply note that balance decisions have routinely been made since the game's release in terms of not putting too many powerful abilities all on the same commander. For obvious reasons.
You can build a B4 every 2 minutes only if you can beat your opponent with a small army and never lose anything.
The things that you're complaining about have been the bane of UKF for years. Their howitzer counters are more expensive and have much longer cooldowns. The only one that is comparable is the off-map in advanced emplacements but the rest of that commander sucks. Assault plus Supremacy is 310 munitions and has something like a 5 minute cooldown so you can't keep up with even a single player making howitzers. |
Because functionally they are the same unit type. They even work exactly the same.
I must say I can see OP's point about having to put a similar amount of micro into it compared to the Brummbar while getting much less out of it. On the other hand it is super cheap.
No real opiniom on it, but I have to say I have rarely seen it in game.
I tried it once after I had problems in a game against somebody that used them. That's when I discovered that just one is underwhelming. You haven't seen it in game because getting two of them significantly delays the Tiger or the much better Brummbar. Also, the commander has some of the same problems that Rifle Company has for the USF. The Stug E is just a minor variant of a bunch of other similar vehicles. Even worse, there's no great late game abilities that justify having the commander in the loadout. If the Light Artillery Barrage had it's cost increased to 180 and would reliably destroy B4's, then you would see this commander a lot more. Also, maybe give the Stug E a 50-60 range barrage so that it can fire at emplacements. Being able to destroy emplacements and B4's, and having a Tiger would make it competitive.
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Won't matter how many muni (and to a lesser extent VPs) you have if you're drowning in tanks. I see people make this mistake on Steppes all the time and usually the fuel advantage team eventually is just too much. Takes a series of miracles to beat an enemy when they have 2 or 3-1 armor advantage.
Miracles happen when you build mines...... |