Like a certain other Ost unit. |
all this tips end mostly like like this:
you have p4 to kite? USF has jacksons behind blobbs.
you have MG to stop blobbs? USF has caliope in the back to insta delte your teamweapons and infantry.
Holy shit you're right thats so broken, wtf why aren't we listening to this guy??!
Dude, the Axis need a tank that both factions can get that is really quick and can also do good AT damage to make it even. It should be really tough too cos youre right to go kill that OP allieds units it would need to DIVE. Man that'd be imba. Probably should make its gun not as good as P4 though so it has a place lolol but maybe give it an mg or 3 lolol. Good thing I don't do game balancing lolol |
I have been seeing AT over watch commanders more often recently and so I have been encountering the AT over watch ability more frequently. It is insanely powerful, the first time I encountered it I was astonished by how much damage it does to even the heaviest of vehicles. First off it is very cheap for what it does, it costs the same as Stuka close air, but it can target all the tanks in the circle and obviously it cannot be shot down like Stukas can, so there is no counter to it. I know that vision is required to maintain fire, but vision can be had with overflight, flairs or you can even sacrifice a couple infantry squads for the cause to maintain vision. Secondly and what I think is most egregious is how fast the ramp up time is. It shoots faster and faster so quickly that something like an Elefant has no chance to escape, and if you're tanks are close together and the map is narrow then you can say goodbye to several of your tanks as they try to path find their way away. Even if you manage to escape the barrage without losing anything all your tanks will be so weak that the inevitable tank push that fallows will kill whatever survived. I'm not saying that AT Over Watch is an "I win button" but when used properly it can shred any German tank force and leave you extremely vulnerable very late in the game.
I think there are a few things that could be done to try and balance this ability. An obvious solution would be to just increase the price. I don't think this would solve the problem though, Even if it was 300 muni I think it would still be a no brainer to use and building a few muni caches will still allow you use it with relative frequency. I think the best solution would be to slow the ramp up time. I know it is an ability to punish a stagnant front line of tanks, but even when you move it is extremely damaging. I think a damage debuff could also be an effective solution. I just feel like this ability shouldn't be able to destroy a heavy tank all on it's own when other AT attacks have no chance of doing so.
You havn't played vs Axis AT loiters, have you? |
CoH2's 4v4 maps are garbage and easily locked down by mg42 lines and defended by aggressive top tier infantry that are easily available. 4V4 VP#s are destroyed by any rocket artillery yes, but Axis is designed moreso for that purpose than allies due to its 'burst' nature compared with Allies' 'over time' salvos.
Thats it imo. |
I cannot stand the agonizing experience of the B4 any more. I stopped playing the game seriously a while ago due to "high Elo" gameplay just being Metaspams and tactical blobs but now I cant even go into a 4v4 without some Russian guy building 3 B4's and stalemating the front instantly. The suppression radius is insane, and if you want to crawl through it I will 100% guarantee the next one lands on your head. Its range veteran bonus means nowhere is safe, I had sturms repairing a KT in MY BASE get NUKED. Maybe it would not be so bad if it didn't lock everyone in place, I don't play COH2 to play red light green light with a B4. At least if didn't cover direct strikes or your random teammates happened to pick non-direct strike commanders you could play around rocket arty and heavy arty by remaining mobile and dodging through the barrages, since the B4 essentially renders you immobile the only solution is to die, that's it you just die. BOOM dead.
TLDR: Remove the suppression. WE as a community don't want it
(agree with me)
possible fixes: No suppression (EZ)
Why should werfers suppress and 1 shot but B4 not? |
Contrary to DoW3 and what butthurt ignorants who don't know what pre-alpha means preach, CoH3 holds CoH spirit pretty well and there is a lot of improvement. So far I haven't encountered a single thing that I would hate/want to be changed that couldn't be blamed on pre-alpha rough state itself.
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The trailer wasnt good but like a lot of games, epsecially COH2 it will probably need a year AFTER release to be any good. Lets hope it doesn't get DoW 3'd before then. |
I thought ISG is 270mp?
Really?
+1 for double ISG in teamgames. |
Sounds sub10 army rank teamgames.
The best thing you can do is separate your army into inf, support, team weaps, and vehicles. The depending how your main fight is going, you can choose what to pslit off and where. Push with the ally, or wait till they foolishly fight in a bad place and be readsy to hold (enemy usually advances straight with blob at this lvl) or counter/flank |
Sure I can see it happening if you tag it to an ultra light vehicle that has to exist in an environment where faust is everywhere
But more seriously Allies have nondoc equivalents with mortar flares, improved infantry sight (pyrotechnics) and USF get out of jail free card with more smokes than anyone else and yes Major recon.
Interesting. |