Patch notes for Stug III G:
-Target size from 20 to 17
-Rotation rate from 22 to 28
I understand the idea but I don't think it is a good idea to pit the Stug against a much more expensive T4 allied TDs (tech + individual cost). You are messing with the T3 tank balance. The direct comparison should be M10. Both are cheap, have same health and same range. M10 has higher mobility and turret but lower armor and penetration. In addition it already has higher target size than Stug (22>20), so where do you see its survivability? Don't mind the buff of the rotation speed but setting Stugs target size to 17 really plays with this balance, especially as you plan to add the M10 to the UKF roster too... so don't add M10 to UKF roster just to make it obsolete on two factions. A doctrinal unit should be just a little bit more powerful or versatile than a stock unit and not vice versa.
So just don't touch Stug without touching M10 which has no range advantage and has the same problems as Stug please. |
Tiger behind all trucks...while all other faction can get their heavy callins free-tech. Makes sense....
Why we don't use this as a chance to change all of the heavy/super heavy late game tanks to call-ins? Binding some of them to structure tech and others to CPs makes no sense, because it causes huge timing problems across game modes and totally screws balance:
I will only show the two extremes, other game modes are somewhere in between:
1vs1: CP locked heavy tank call-in is superior to structure locked heavy tank
4vs4: vice versa because of ressource inflation, king tiger comes way before heavy tank call-in |
So where is the problem? If games will reveal that 350 is too cheap they will be adjusted to 360 or 370. Either way they will not be spammed, because they come at 3CPs, have high reinforce costs, have to buy the Thompsons on top (SU shock troopers in comparison come right out of the box and have a good performance too) have no AT capabilities and get f...ed at long range or by AI vehicles/tanks. They are even missing a smoke grenade on their own (relying on other US smoke options). They are no 250 manpower early game unit that can be build into almighty allround troopers. Just relax, everything will be fine with them. |
I do think the calliope can use a further buff but I don't think it is the right decision to go for E8 instead. Assuming there will be an useful calliope after playtesting, this commander would have a lot of versatility while an E8 adds not as much to the USF roster it doesn't have in similar form.
In addition I really like the ability "cover to cover". Although USF has a lot of smoke options this is a smoke option you can use everywhere at any time. You do not have other smoke options all the time where you need it urgently. In teamgames you could support the retreat or advance of your mates with it too, you don't need to have troops nearby. For such a small smoke it was just a little bit too expensive before. But with sprint it is perfect for ranger attacks which have no smoke grenade on their own and are sometimes forced into incoming fire (probably their biggest weakness). With "cover to cover" smoke that MG and storm the position asap.
The new Sherman ugrade package and the RE rifle nades give you a lot of wiggy stuff to play around with, not sure if all of this will be worth it, but maybe some of it.
I like the USF Urban Assault exactly as it is, just bring Calliope inline with other rocket artillery (and keep it always more expensive because of greater survivability) and watch out for balance of the RE rifle nades and it it will be perfectly fine if you ask me. |
Panzerfusiliers should have been given a 2 Panzerbuchse upgrade instead of Shrecks.
This. Would be useful for 1vs1 without destroying 3vs3 and 4vs4. |
i was pointing the exact same thing a while ago in the commander revamp bug thread but no official statement was giving from a member of the balance team.
It looks like they don't care anymore
Before I got my examination and my first kid roughly at the same time and my free time was suddenly shredded to pieces, I spended so much time myself for a mod of CoH1. Modding, chatting with the founder/main modder and often browsing the forums and giving statements/answers.
Guys, believe me I know there is a f.....g hell of workload behind it and you will never ever got to the point where everybody will be happy. There will be always the fanboys, that will cry when they loose two games out of ten about the op shit of the other side. But Imo when you stop to react to reports like the one of madin2 about things that were offical announced but are not working/bugged, a game is driving at full speed in direction of the abyss. I don't expext perfect balance or perfection, just some sign of life. Something like we heard you and hey that was intended/not intended or we really tried but don't got it working is the very least if you really care. Just my two cents.
Thanks for listening. |
Sexton has very low cooldown that gets even lower with veterancy if it could "victor barrage" also it could probably fire contentiously.
Yeah nearly contentiously for the cost of ammunition of course. In 1vs1 brits are so bad either way and in team games if it has a shared cooldown there is still no point taking it over a Priest which has more damage, more range and lower cooldown as I tried to explain. This difference doesn't change with vet (although Sextons cooldown is a lot closer to Priest if both are fully vetted). That was my point about it.
Keep in mind that "victor barrage" has longer range.
Yeah, but of course the Valentine has to be in range. So you can only use it at the frontline. That cancels its range somehow...
Think its a ninja nerf and not bug, although currently one can use the ability even when Sextons are on CD and that should be be fixed.
Can somebody confirm there was an intended ninja nerf? What do you mean by they can use the ability while beeing on CD?
The amount of arty the commander can bring in fight is simply over the top. It is just plainly better to have a versatile commander which combines different abilities like Vanguard. But it is boring to play the same commander over and over again... |
I always thought there is no point in taking Sexton over Priest in Teamgames, the Priest not only does more damage overall with a greater range, it has a lower cooldown too. Then I stumbled about this patch note from 12th of december 2018:
"We have improved the AOE and range of the Sexton to strengthen its role as an artillery unit.
-AOE damage from 1/0.25/0.1 to 1/0.5/0.2
-AOE distance from 1.5/3/4.5 to 1.25/2.5/6
-Range from 135 to 160
-Supercharge Victor Creeping Barrage no longer shares a cooldown with the main barrage
-Standard barrage recharge from 90 to 110"
I thought that would even out things totally, for 50 ammuniton you can fire the SuperCharge barrage while the normal one is on cooldown once you vetted up and vice versa. But after trying it I noticed there is still a shared cooldown. I can't find any note about reverting it to a shared cooldown in the following patches. So is this a bug or do I'm missing something? |
IR halftrack, spotting scopes and both off-map recon flares (brits have it as well, tho this one suffers from stupid RNG) are all bullshit abilities that should have been nerfed or reworked ages ago
Yes exactly. I do not understand why Valentine, T70 and SdKfz 222 were fixed and IR Halftrack, Scopes, OKW artillery flares and to a less powerful degree british flares and SU85 cone vision were left out. That way only some factions were nerfed and are at a disadvantage now. It makes no sense to retouch only parts of this vision system. As I said before everybody had their bs vision mechanics (except USF maybe). That was still better than only some factions having it.
In a game where True Sight is one of the greatest mechanics I saw in a RTS game so far there should be no legal wallhack. Definitely not.
In addition some of these abilities are so highly unrealistic and historical far off any reality (-> especially artillery flares and IR Halftrack) that you could implement them in a scifi game instantly. |
At one point or another many 3vs3 and 4vs4 turn into a arty spam fest. Ist a key point to have vision for that, and I do strongly dislike mechanics that grant LOS way too simple or in an uncounterable fashion.
As Valentine was stripped of its alien sensor technology I thought this was a good move, because I assumed the IR halftrack „Uhu“ will be reworked too and artillery flares will be also adressed. But what is worse than stripping none side of its bs vision mechanic? Exactly, stripping only one side of it. Before vision bs countered vision bs, now it is only vison bs on one side.
So lets face IR halftrack first:
- bypasses any kind of terrain
- reveals the exact position of all units in range
- reveals camouflagged units too
In reality the Uhu was a nightsight vision that required – yes you got it – direct LOS to make units more visible at nightime. Relic mistook infrared nightvision for a thermal imaging system and turned it into some kind of alien technology, that puts modern vehicle thermal based vision systems to a shame. Imagine you would have vision systems for vehicles that reveal the exact position of all enemy units in your surroundings and bypasses any kind of obstacle by doing so…
Lets turn to OKW artillery flares:
- uncounterable (while recon planes can get shoot down, sometimes even on first approach)
- usable anywhere on the battlefield
- about 30 seconds faster available again after usage than recon plane
- nearly immediately (something like 4 seconds delay)
- not visible on minimap (in dependance of camera position sometimes even hard to spot on main screen)
- constant, long timed view over a big area (strong synergy with some precision offmaps and
especially loiters which all were changed to need LOS to attack)
So it seems to me vision satellites were invented at WW2 already. What else I have to say…
Option 1 (better): Please remove unrealistic cheat vision abilities from all factions (artillery flares from early warnings could be replaced by multiple passing of recon planes too if needed, but its overall a lot weaker so its no problem for me).
Option 2 (worse): Revert Valentine to old vision mechanic.
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