Heavy arty pieces should counter them yes, but not mortars, MHT and LeIG.
That's my point. Light artillery shouldn't be getting increased damage, but heavy artillery should.
Thread: UKF Emplacements Redesign11 Sep 2015, 21:20 PM
That's my point. Light artillery shouldn't be getting increased damage, but heavy artillery should. In: COH2 Gameplay |
Thread: UKF Emplacements Redesign11 Sep 2015, 21:18 PM
Making heavy artillery useless again the would be bad design, as right now Brace is a good counter to heavy artillery and reducing the damage further would kind take already situational units like the Stuka Fu Fuss and LefH and but them back at being very niche. What's needed is mortar and ISG's to not do bonus damage since their rapid fire nature means brace doesn't really matter all that much because they have no cooldown. In: COH2 Gameplay |
Thread: UKF Emplacements Redesign11 Sep 2015, 20:47 PM
This would be map dependent as hell tho but I get what your trying to say. Basically if you make them to indirect fire proof it would be a really huge issue on some maps because you wouldn't be able to dislodge mortar pits behind shot blockers and or Bofors that are covered on several sides. Just reducing the cost + cleaning up the modifiers so things aren't getting like 2-3 damage bonus's against them would go a long way towards making them hardier, but right now all of them have very good offensive capabilities. In: COH2 Gameplay |
Thread: UKF Emplacements Redesign11 Sep 2015, 20:40 PM
The reason why Emplacements take so much damage is they have like a million incoming damage modifiers, for instance all artillery has modifiers that do more damage to them AND the emplacement has an incoming damage modifier that increases the damage it takes. In the case of flame weapons you can end up with damage bonus's stacking like 5-6 times because emplacements fulfill so many categories of unit. Quoting myself from the other thread. Emplacements wouldn't be as buggy as they are no if Relic hadn't messed around with so many damn modifiers. In: COH2 Gameplay |
Thread: LeIG is too effective11 Sep 2015, 20:33 PM
The reason why Emplacements take so much damage is they have like a million incoming damage modifiers, for instance all artillery has modifiers that do more damage to them AND the emplacement has an incoming damage modifier that increases the damage it takes. In the case of flame weapons you can end up with damage bonus's stacking like 5-6 times because emplacements fulfill so many categories of unit. Basically they need to clean up their code and stop adding so many modifiers to everything. In: COH2 Balance |
Thread: LeIG is too effective11 Sep 2015, 17:52 PM
This unit is too mindless. Its long range allows it to be dropped in place by the player and left. There it can rack up kills without any input from player. The unit needs nerfs in some form. What exactly did you mean by killing power then? Because it's killing power isn't any thing special compared to other light artillery. You also conveniently left out all the things that separate ISG from a mortar, like its longer range, and green cover for crew. It's got green cover because it can't be used behind shot blockers and be effective, you need to sit it on an open field/plain. And the clustering of the gun crew can be a blessing and a curse. It's range is also good to off set the fact it's AoE is relatively small compared to that of other light artillery pieces. In practice you won't be using that full range that often either. Part of the issue is also that the ISG can sit safely by the FHQ and just pound away at everything. Depends on an insane amount of factors from map, to cover, to truck placement to range of engagement ect. The user has minimal input. Welcome to every other light artillery piece in the game hombre. If you let mortars just sit then you are not using them right. Similarly with the ISG you need to move it around because shooting at max range won't get you very far, mortars can use shot blockers and whatnot to their advantage. With the ISG this is the opposite. Ignore the barrage on the ISG if you want, I use it regularly and find it quite useful. It's useful for shooting at emplacements or buildings, but it's so insanely buggy using it to shoot at infantry is just gimping yourself. A nerf appears to you to be a stat drop so that the unit functions less well. In my mind nerf means to change the unit so that it cannot fulfill the role it currently plays because it is unfair for other players. Here a nerf could mean a reduction in range but an increase in RoF or accuracy. If anything it needs it's vet fixed. Not a nerf. EDIT: Can we like stop trying to kick OKW in the balls in 1's and 2's just because something might be to good in 3's and 4's were you can spam it. In: COH2 Balance |
Thread: Balance Preview Update 09/09/201511 Sep 2015, 16:20 PM
This is an issue with ever "Assault Gun"/"Forward Fixed Gun" unit in the game, mate. In: Lobby |
Thread: 2v2 with Crossfire against Sturmtigers11 Sep 2015, 15:55 PM
Ah there we go thank you Admins In: Replays |
Thread: 2v2 with Crossfire against Sturmtigers11 Sep 2015, 15:53 PM
Very close game, this was probably one of the most meta matches Iv ever had with the enemy going for 1919's, Priest spam, and Commandos+Croc. Pic related: In: Replays |
Thread: LeIG is too effective11 Sep 2015, 12:56 PM
This unit is too mindless. Its long range allows it to be dropped in place by the player and left. There it can rack up kills without any input from player. The unit needs nerfs in some form. It's essentially a mortar with a longer reload and less AoE, what exactly in your mind makes the small 1 shot capability of the ISG not okay compared to that of the Pack Howis (which got buffed as well) and all the other light artillery such as mortars in the game? The reason why you let it "sit there" is because it's barrage is shite. EDIT: Again I should impress that this is the only MP only indirect available to OKW and a nerf to it would be a huge kick in the balls for OKW in 1v1 and 2v2 were you can't rely on your Ost friends turbo mortar to save you. In: COH2 Balance |
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