Fallschirmjager from COH1 |
There are no caps on tigers/IS-2s so I don't think Relic is looking at unit caps at all. |
You know what I see too much? Stationary vehicles (ATGs especially, okay it's not a vehicle but still) missing.
I'd rather see ATGs sniping infantry a bit more and not missing so much than the current state of it. |
And while shit like this happens on this forum, trolls get banned.
Well, talk about priorities... I'd happily prefer MVGame spam on this forum than this. |
WM snipers price is good, cheaper price follow spamming, what is not good for meta i think. But the WM sniper performance for his price, not enough, his survivability as a lone member, vs countersnipe, AoE weapons, far weaker than russian type 2 member Sniper squad for same price, who can survive incoming succesfull countersnipe, and rfc his squads only for 90mp, not loss the whole squad(-360mp), and 2 member squads have chance vs incoming mortar round/nade one of the member survive this attack, if he stay out of AoE effect.
Small arms fire/new Coh2 armor system work for Su sniper too, because WM sniper have chance avoid small arms damage 50% more than a RUS sniper, but IF you can damage, your have only 40hp, not 2x40 hp, so if you get damage, this damage comes very fast, and drain your hp lightning fast, with leave WM player not too much reaction time for retreat. SU sniper team leave your more time for right reaction.
The Overall effectiveness between snipers vs common inf units is different too, because WM inf squads 4 member, RUS squads 6 member(150% better force retreat as SU sniper), and you can drain more manpower from WM enemy with SU sniper, because wm squad members have higher MP cost vs RUS units(Conscript 20mp/member rfc vs Gren 30mp/member rfc cost, elite units Guards 30mp, ST 40mp vs PG 45mp cost).
The rate of fire difference is almost nothing between 2 type Sniper variant, but WM sniper need 150% faster RoF compensate the target squads member number difference(4 vs 6). Many people don't realize this, this RoF difference is not 150%, only circa 110%. This simply not enough.
So i think, Wm sniper cost is good, but he need more survivability best scaled vs common small arms(give him 1 armor instead 2 armor bonus, with double his hp from 40hp to 80hp. This give a bit more reaction time the WM player/better scaled-visible incoming damage.
Sniper War, Counte Snipe meta is bad too. Imo i think the wrong way if he give WM sniper new critcal table, where he can survive countersnipe, because that will be Overpowered, with his superior camo ability, but need the SU sniper team bigger punishment if they get countersnipe. Actually, a incoming succesful countersnipe cost the WM sniper -360mp, the RUS player only 90mp. This is BROKEN.
I think the solution is, if the RUS sniper team get countersnipe, maybe need double the rfc price, from 90mp to 180mp, and this is would be good, because compensate the WM sniper better cloak, he need cause two times more succesfull countersnipe for same MP drain than a RUS player, but now, 4x WM countersnipe worth the 1 RUS countersnipe in MP war, is a Joke. A Bad Joke.
I actually agree with increasing reinforce for Sov snipers to 180MP, although not only in situations of countersniping but also in general.
If a sov sniper team loses a guy, he still keeps the vet, isn't that enough?
If a german sniper loses a guy, well, he's dead. |
I don't know what's worse the balance in COH2 or the fucking idiots who want it to be a WW2 simulator.
I don't know what's worse, the trolls that got banned or the fucking idiots who flames people with every post they write.
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While I agree that the mines are IMBA on the plus side the half track mine is a guarantee immobilize and the teller kills a T-70 outright 7/10 times. Those are both rather useful however I feel that they are not spammable. I do think that an increase in price on the Russian mine and an improved German AI mine would be great changes.
That being said the purpose I was trying to get at with this thread is that say a gren squad does lose 3 men to stepping on a mine that squad should not be rewarded with experience for at all. Same goes for bunker MGs IMO.
Experience getting from mines was always a thing from VCoH - I don't see any reason to change it.
And Mines should be spammed - this would encourage ppl to get minesweepers or advance more carefully. I would rather engine damage being done or flanks stopped by easy to lay mines (VCoH style) than uber powerful mines gibbing a light tank. The earlier normally does the job anyway if you have proper counters close by anyway. |
It can be different. SU-85s are defensive units, T-34-85s are far more aggressive units.
So, I can sit back with the SU-85s and still be losing (or the game may be even) because I may not have that much map control - then I call in the T-34-85 and then bam.
The shock value of the T-34-85 if you go T4 would be really high and could almost be gamechanging because all of a sudden, your armour is now agressive. |
I have too. It's random, depending on how clumped the guys are and how much health they have. If one guy darts out on his own while the others are autoseeking cover, mines are pretty ineffective. Against full health squads, it usually knocks out one guy (which is fine with me, I suppose).
Yeah, and you can't exactly capwalk in this game either so there's no real way of sending one guy forwards to hit a mine XD |
I mine everything because I'm in love with them since CoH... but often I see them only kill one unit in a squad, which makes me go "meh." It's still worth it though, even for the psychological effect (and that rare chance that you'll hit that stupid flame HT).
I've seen it kill 3 guys in a gren squad. I suppose it's random I guess. |