I don't think this is a good idea you can't implement so many changes at once.
If you want a strong infantry start as OH there is an existing commander for that opening.
I don't think it would be balanced nor logical to have an enhanced Infantry opening followed by late-axis armour (IMHO).
clerv
On an unrelated note, +1 avie
From an Aussie XD |
Rifle nade and ost mortar is exactly the same case you know... you want to remove ost mortar or rifle nade now?
Do you even understand why the mortar was added in the first place and why its specifically T0 and not tech locked?
Do you understand why its T0 and not doctrinal locked?
Basically, no I don't.
Prior to the patch, smoke was perfectly fine in negating MGs. It still is in this patch. Now, basically in all but the most open of maps, a mortar is a no-brainer, you do not have to make much in the way of tactical or strategical sacrifices to get a mortar.
Smoke is really a luxury that VCoH players or Soviet players didn't have when trying to deal with Wehr MG42s, I simply don't get why Americans are all that special, especially since their infantry is now beefed up so much.
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That said, if I had a choice in getting rid of either smoke or mortars, it would be smoke. If I had my way, I'd make mortar T1. No other faction in the game has indirect T0.
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Wehrmacht has Flamethrowers, Sniper and Mortar, Soviets have Molotovs, Sniper, Flamethrowers, Satchels and Mortar, OKW has Incendiary Nades and ISG (Doesnt have to deal with Early MGs that much fortunately), UKF has UC and Sniper all the while USF only had Grenades in the early game to rush out and clear garrisons or smoke MGs so why doesnt USF deserve 1 alternative in the early game?
Firstly snipers do not clear units out of buildings well, unlike in VCoH.
Secondly variety is not the issue in coutnering MGs. MG counters are available on American mainline infantry that scales towards the endgame.
In my opinion, smoke on all mainline units is barely acceptable, let alone an extra mortar. The extra mortar is basically saying - Okay USF can have its cake and eat it too.
Furthermore, if a mortar is really needed, the USF has a mortar halftrack anyway. I don't quite understand why a mortar is needed for USF in T0 when USF has a lot of options up its sleeve for MG counters and indirect fire. |
Noooooooooooppppppppppppppeeeeeeeeeeeee
l2p nub
Playercard please. |
So now, the Ami's seem to have far too many options when it comes to clearing MGs.
In the past smoke/nade was more than enough to clear MG42s and although I didn't like the mechanic of all rifle squads having smoke...
... its far more acceptable than the current state where the American T0 can have its cake and eat it too. With the addition of the mortar, Ami's can blob earlygame without punishment and their infantry scales well into the game.
So, IMO the solution would be getting rid of either the rifle smoke or the mortar (even if mortar got smoke rounds instead of rifles, that would be a lot better than everything having the ability to completely negate an MG42.)
What do you guys think? |
I feel all this talkin about ,,dead game'' are doing more damage than actual problem.
To an extent but you also notice when skill player is dropping off as well. |
brits is micro intensive faction. OKW is/was no-user-input faction. A click faction at most. That doesnt even pay for anything now.
This whine about BF is just an indicator how bad players in community now.
See my sig.
Thank you come again |
I honestly feel atm CoH2 is just overpriced as it is and the number of players are dropping by the wayside.
I honestly did not understand why a Triple AAA game had P2W elements that are commanders, esp since I forked out money while it was under THQ.
The matter of P2W and declining community can easily be solved by making the game F2P or making it cost CS GO levels so that its a far more accessible game and it increases the population of the game (and relic's pockets) at no extra cost.
Granted, hackers will be a problem but if there's a robust reporting system (far more robust than currently, something like CS GO OverwatcH), then I don't see any problems with hackers.
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Making the game F2P (sov and ost for free) isn't all about giving freebies to everyone.
Its about saving and growing the game (and tournament scene), giving the community more of a say as to what happens to the game (which relic are finally doing) and lining the pockets of Relic so they actually have good reason to keep developing the game.
Despite the fact I've got all factions and paid $90AUD for the base game, I'd rather see the game in a F2P state than it is currently where its suffering from a slow decline. |
Because, at the moment, without it, the Bofors is totally useless and unplayable.
If you remove this ability, you need to seriously buff others stats ( like range first ), or seriously reduce its cost because it would be easily destroyed by any AT gun. ( which is an >Anti-Tank< gun, not an Anti-Emplacement gun )
We talk about balancing here, not about murdering a unit because you don't want to play against.
Fine, give compensatory buffs, maybe a bit more HP but no indirect fire for an excellent direct fire unit please. |
So, with the new war spoils system, CoH2 finally has a currency and a way to obtain premium items.
Based on this, I propose that CoH2 should be made f2p to bolster the community size. Its not as if the game's not already structured around a f2p structure with different factions, commanders and skins that cost money to buy. It will also improve the scene for competitive CoH2 with more players in the game.
With this, Relic will be a far more popular developer, they can market RTSes including their upcoming games to more people and still make a bit of money.
To compensate ppl who have bought the base game, they should be able to get enough credits to buy one new faction they don't have.
What do you think? |