What is the range of all howitzers anyways? I think a big part of the problem is how you can place them deep behind your lines.
I think they're all 160 until vet 3 and then have 240 range.
I tried the ML20 last night. The change to the timer is confusing. It says the ability will be ready in xx seconds. That time will pass and it still won't fire. I didn't notice this so much on the game I just played with the OKW version of the LEFH.
The LEFH still feels a little better than the ML20. It seems like the ML20 hits harder when it hits but the LEFH hits more often. Neither of them are as good as a Pwerfer or Katy. |
what is the point of this thread
It started as a rant against the balance team but didn't gain any traction because most of us think they're trying hard and doing a relatively good job (maybe better than Relic did). Also, a lot of us like myself wouldn't know how to do what the balance team does and/or wouldn't volunteer the time.
Since then it just devolved into another pointless he said/she said thread that will zombie on until someone like you locks it. |
idk why but id actually prefer 7 man cons to ppsh cons... far more flexible and useful... not as much brute force as ppsh cons but alot more finesse... and actually feels tactical as opposed to blob and rush penal style
Late game in a 2v2 or more, the 7 man cons seem to survive much better and are cheaper to reinforce. There are also fewer opportunities to close to range where the PPSH does good. Even when I use a doctrine with PPSH's, I usually only upgrade 1 or 2 squads, depending on if I'm going to get Shocks or Guards. |
idk why but id actually prefer 7 man cons to ppsh cons... far more flexible and useful... not as much brute force as ppsh cons but alot more finesse... and actually feels tactical as opposed to blob and rush penal style
Late game in a 2v2 or more, the 7 man cons seem to survive much better and are cheaper to reinforce. There are also fewer opportunities to close to range where the PPSH does good. Even when I use a doctrine with PPSH's, I usually only upgrade 1 or 2 squads, depending on if I'm going to get Shocks or Guards. |
Mortar Pit
Garrison bonus changed from reload bonus to -25% barrage recharge
Worthless - aka Working as intended.
I've had several 2v2 and 4v4 randoms that went south after UKF teammate decided to build emplacements. When I tried to get one to stop (after 5-6 emplacements destroyed) he protested that "It's a core feature of UKF."
Slightly off topic, but similar subject, the new Bofors can't protect itself even from infantry now. They put up smoke, close in with a couple of Pgrens or Pfusiliers, attack ground for a bit and the Bofors is gone. It's also been nerfed to uselessness. It would have been better had the balance team just removed it from the game. |
The sprinting medics were enough of a change to help with them chasing models around too much, reducing the range so much is overkill and creates more issues for people than it fixes in my opinion. There are times when you can place it right up next to your main HQ and if the angles are bad/awkward the medics will ignore units that retreat to the far side of the HQ. Doesn't seem to affect Ost medic bunkers, something to do with the starting point of the 20 range I assume.
Even on 2v2 maps where your bases are apart, I can no longer place a Battlegroup to both heal my units at HQ and heal a carefully placed LEFH.
Playing against an enemy who likes to shell/rocket arty your base after a big retreat? Enjoy losing even more squads due to having to stay clumped up even closer to your healing tech.
I've had this happen a couple of times now, which doesn't happen with an Ost medic bunker. They also retreat and don't heal sometimes, even with the medics really close. |
Global upgrades are anathema to mixed compositions.
Making Conscripts cheaper won't fix the fundamental design problem with global upgrades. Conscript upgrades are only cost effective if you build several squads, so there's little point mixing them into other builds.
Why would people build Conscripts when they're rewarded so heavily for not doing so?
Con squads have some utility so that it's worth it to build 1-2 squads in most games. They can help keep other units in the fight or get back in it faster with merge. Sometimes I pay the sidetech costs, sometimes not. It would be nice if you got the sidetech free with T4. That would help those of us that just want a couple and aren't going to spam them. If you are then you'd probably pay the cost earlier to upgrade.
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The lazy implementation is just asking OP to have a dice right besides his keyboard so he can roll whatever faction to play.
The point of random should be both to shorten up queue and improve matchmaking by actually finding the most suitable opponent possible.
Example: say your best faction is OH, followed by SU and then OKW. If the best closest match up is against someone who is an allied faction, which in turn is worst than you, the game should probably put you as OKW. If he is better, OH.
This is probably correct, but also why coding it could turn into a nightmare. In a random system, the matchmaker would now see you as five different players. Also, if you want to queue 2v2, 3v3, and 4v4 at the same time, you would be fifteen different players.
IIRC, players had a separate ranking for random automatch, which would make matchmaking simpler. |
Exactly. The only thing you could do now, is brainstorming how a random matchmaking should look and work towards future CoH3.
Having a random option should also help towards matchmaking.
Instead of all the complexity of having the computer have to look up multiple loadouts, all players randomly selected as Soviet should be randomly assigned Tank Hunter Tactics for their commander. Would be great.
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What distrofio said, plus:
Your poll is flawed. Most people would say that they're overperforming but it isn't just a matter of price. Check out the other threads. |