Okay? And what about OH and soviet arty.
You missed that out so I fixed it for you to prove that you have an eye on all factions. I always voted for a change of this mechanic. Even a vet3 a howitzer is instantly killed by a bunch of offmaps. Scout Plane + for example Stuka 50kg bomb or IL2 Bombing run and its finished of. Click+Click+Click+Click = dead howitzer. What a silly game mechanic, there is just nothing you can do about it. Both howitzers cost only MP at least, but it is stupid nevertheless. If the howitzer itself would only decrewed by offmaps as long as a crew is manning it, it would take some more effort to completely kill it.
Or OKW/OH AT emplacements. They cost MP and fuel. But they don't have a magic forcefield.
1) they cost no fuel (as Katitof stated in a rather ironic way)
2) they cost half popcap and can be remanned, they can be positioned behind buildings because they can shoot through it (this is adding to survivability)
3) it is still not okay to oneshot them without any skill with a single offmap attack
The only axis emplacement that is hilarious up on itself is the OKW flak emplacement. This one costs fuel and it is so bad, that you never want to build it.
British emplacements should be used as a luxury support unit. Not a sim city play style that is able to support itself.
Don't like the emplacement commander, I got him dropped but I'm refusing to put him in my commander layout for brits. Emplacements without this commander are beatable. Just nerf this commander into the ground, I'm okay with that.
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Remove brace so any attack against the structure actually does damage, not just a actual press of a button to prevent 90% of incoming damage.
Emplacements are a problem in 2v2s.
Then you have the problem that emplacements get oneshotted like howitzers by offmaps/onmaps. Why you should ever spent 75 fuel + manpower to build a 17pdr emplacement? The problem is not solved that easy. |
OKW was such "everything at once" faction, and it was problem those days and I wrote about it a lot on official forums. But... here came UKF and even OKW looks like "very nice designed and balanced faction" compared with it.
OKW still is, especially after the balance mod will come out. No Infantry crush for Cromwells + its size nerf + Snare for OKW + non-doctrinal MG. OKW will profit from this changes. OKW has very powerful early + strongest late game and a mid game that just feels okay.
I only think, that if they giving to faction so powerful defensive game with tough and strong emplacements - let it have no real offencive gameplay then, or really difficult and overpriced offencive gameplay. It's reasonable, it worked in vCoH. And it works with USSR, but in another way. USSR don't have any defencive structures and their defensive gameplay is complicated and requires a lot of micro, head ache and such things, but for that - offensive HMGs, offensive spammable tanks, offensive spammable infantry... It's trade - powerful offensive to non-existed defencive.
So, why is it not allowable to USSR to have both defencive and offensive gameplay, but allowable to UKF? Why UKF have in stock tanks, compareable in power with Tiger and in same time - emplacements, which covers half of map with fire and destroying everything, even their counters, but when I suggest to give to USSR "defensive HMG bunkers for to make point and frontline protection less problematic" everyone says "You gonna make USSR OP, nevar!!!"?
Where is logic of faction balance then? One factions have everything, other have to suck and everyone admits it as normal, just because "1v1 stats show us, that everything is fine". They are fine because people are skilful enough to play as such shitty faction and win, not because it's good.
What I wanted to say is, that brits have the weakest early game. So they are bad at something actually. The missing snare and absence of early-mid offensive units can be abused by your opponent. At the moment the mortar pit makes up for this. As I said I'm not a fan of static play and I never played this bs emplacement commander, but I think without mortar pit they would really have a hard time unless something else fills the gap. I don't think brits have a good design but neither have OKW or USF. Yeah, some Soviet/Ostheer units need more care, but in the whole I like their basic design the most, becasue they have less bs mechanics as the three newer factions.
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Everyone's repair speed should be brought down to soviet / wehrmacht levels
tired of sticking my neck out to critically damage a KT or JT only to have it back to full hp in 20 seconds
+1 Yeah you know that moment when this monster tank disappears in the fow with less than 1/20 health left and it will be on your doorstep again in 20 seconds. All you did do damage, it, all you sacrified was completely wasted because that last shoot bounced
I like your suggestion + I would like a change where each vehicle could only repaired by one squad at a time (and each building/emplacement only build by one unit at a time). Heavier tanks would take more time to be in battle again. |
sorry, double post |
powerful infantry, uberpowerful tanks, FHQs, uberengineers...
UKF's OKW's design is ridiculous. It might perform well in 1v1, but it only means, that 1v1 games doesn't really show real problems and features of faction design and logic of it, cos in UKF's OKW's design there is no logic.
Fixed it for you, because the upper four aspects definitely belong to OKW. |
But UKF is sooooo broken... how people can't see this? Faction in core needs serious redesign, right now it is ridiculous to have that as faction in "competitive game".
As Waegukin said already winratios don't reflect this and there is a reason for it. I played around a lot with brits since their release and yeah their emplacements with the exception of 17pdr are very strong. But if you set them under pressure from the start they will struggle and bleeding manpower heavily. Ostheer Sniper for example is a pain in the ass for brits, because their is no real counter (UC does not well enough). Furhermore your opponent can force you in an AEC so Bofors are no further option then.
I'm not a fan of static games and playing the brits as offensive as possible, but of course I need one well placed mortar pit at least for its indirect fire option. If it would be easy destructible there wouldn't be any indirect options. If you nerf emplacements you would have to buff a long list of other units, to give brits better offensive capabilities, or give them Sexton or Land Matress as a nondoctrinal unit. |
This was one of my concerns about the JT. With things like skill planes assaulting a JT in a team game should be near suicidal. I often find that I wait until the last possible moment because almost anything is better than an all in gamble. If I lose the gamble as Allies the game is now over, at best I can continue to stall around 1 VP until they amass enough armor.
Annoyingly the P47's strafe is less effective and runs into more AA than the Axis version giving a much less impactful rocket barrage.
JT is one of those other bs mechanism in 4vs4, epecially on some maps that promote playing with it. In a 4vs4 your mates can help protect it flanks. On Lienne I got this monster to vet5 with over 100.000 damage dealt in one game. And we are not total noobs but ranking about rank 2XX with Allies and Axis in 4vs4. In 1vs1 maps it isn't a problem, same goes for most 2vs2 engagements. I lost my first Jagdtiger at Vet3 in that game on Lienne, so I called another one which stayed alive. Like Tiger Ace I shouldn't be allowed to get another one. In a 1vs1 or 2v2 this would change nothing, because I'm very likely to loose the game soon after anyways if I loose a Jagdtiger in that gamemode. So it would only affect that big game modes.
The P47 rocket loiter is just a RNG machine, sometimes you get great hits and sometimes you seem to hardly hit anything. It got nerfed sometime after release ans is worse than JU87 loiter now that deals high damage paired with reliable accuracy. As in real life germans control the skies... kappa
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This is very well described. If you are playing a team who is well coordinated, these abilities can have a YUGE impact on the game, enough to swing it in a different direction. When these abilities are called multiple times and spread out properly you can basically cover half the map, making impossible to avoid, even in your base. If Relic limits air abilities per team to one at a time, it will greatly alleviate the impact these abilities have in team games. Ex: if p47s are in the air, typhoon fighters must wait till the p47 run is finished.
+1 to Mr. Smith too, very precise.
Your suggestion seems reasonable. There has to be done something about multiple use of Offmap attacks (especially plane attacks) at the same time and the same location. It is so easy to pull off and it has such a big game impact. |
The loiter skillplanes actually cost 200. There is a similarly-named ability in the CAS commander that only strafes in a single line (and costs 110).
However, the total cost is not necessarily 460 munitions. This is dispersed between 3 people and is (thus) easily achievable (2-3, sometimes 4 times in a game, depending on your resource control). You only have to pull this off once, and you won the game. Just bait the enemy to blob their armour by presenting your Tiger(s).
Yeah, you are right. I fu..ed this up as I look into the stats, wanted to be correct about munition but opened the wrong file As you said still a game changer if you pull this off at right time on an armored blob.
Your text..
especially if it catches USF armour it can be game ruining.
Had a game back in those times as I punished myself by playing USF in 4vs4. Got two M10s and killed a Panther. Repaired them and killed the next Panther with three M10s. Repaired again and killed two more Panthers with 4 M10s. All without loosing a single tank. It was quite a lot of micro, circling around Panthers, blocking retreat path with one M10 while drawing damaged ones away. Drove at my base with four heavily damaged M10s, jumped out to repair, Artillery flares incoming and instantly red smoke. I jumped into the M10s and tried to move them away, but too late. One loiter was coming incredibly fast from base side obliterating all four M10s. Lol, so much micro ruined by four clicks (two clicks per opponent player taking part).
Mate lost 2 Jackson in a single loiter strafe the same game. This low health tanks really stand no chance versus this ability, you don't need two loiters for that. |