My dream list?
- Regular quarterly news letters from Relic giving the community the scoop.
- Additional community managers to help other aspects of the game such as game events.
- In game clan support.
- In game ladders.
- Quarterly ladder resets in coordination with seasonal maps.
- Multiplayer meta map tied in with in game bulletins/drops. When more then 90% are searching as Axis they get nothing. This should encourage folks to play as Allies.
- Full custom doctrines.
- Game balancing. An actual resource dedicated to it.
- Custom logos.
This makes the rest of the things on your list impossible. |
Then u obviously have never played vcoh. brits had to pay to deploy a truck
You are correct, COH2 was my first Company of Heroes game. |
They are all free
I assumed he meant placing them, because the trucks coming in free on a timer is a pretty essential part of OKW's design.
Although it would be cool if you could pay resources to instantly get a truck after one get's blown up. |
Just make the trucks cost resources, like the British system in coh1. Reduce the flak HQ anti infantry potency a bit and were good. Range can be negated by smoke from mortars.
If they change the resource penalty to manpower only, the OKW faction can no longer spam everything whilst maintaining armor (with shreck only blobs they will loose since they get wiped by every arty lately xd).
But why they made those trucks free... Well lets just say Relic has very special people in their design and balance sectors xd
Only the first OKW truck is free. |
Multitudes of grenades, including infiltration for a bargain bin 10 minu. Sturmpioneers, Fallschirms and IRSTG Obers at close range. Flack Halftracks do wonderful building damage, Sturmtigers remove them completely. OKW is not lacking in counters to garrisoned buildings, just pick your side of approach with a little sense.
Not that the stuka, IMO, needs less powerful shells.
It just should have scatter, like every other arty piece in the entire game forever.
You pay fuel for massive and lethal rocket artillery. You pay munitions and get vet, with literally any other arty piece ever, for precision shots. OKW are exempt as usual because their initial design was trash and they've not been properly revised to account for their new income and territory demands.
Vet 1/2 for StukaZu Fuss giving it a walking barrage makes it balanced. It already has the power to justify its cost.
But I digress.
The infiltration nades are a gamble, and the person can get out of the building. Sturms need to be right next to a building to possibly have the chance to killing the squad in the building, but they can get model sniped and not have enough DPS. Ober StG's are good, and if your using the Sturmtiger to kill buildings your wasting your shells.
But the point is the Stuka is OKW's only indirect fire, and yes it's the best counter to buildings for cost. OKW should have more options in indirect fire including traditional howitzers.
Just make it so you have to convert 2 trucks in order to place Howitzers, or make them doctrinal. I don't care, I just want some bloody indirect fire to deal with this support weapon weapon spam. |
Since stupid and you seem to be very close friends:
Let me do advanced, university level math for you, because you might overheat in the process:
6.5-6.3=0.2
0.2=/=1
Reading stats, not for everyone, don't try this at home without parents over-watching you kids!
Oh, and accuracy is always the same, its the scatter, rate of fire and AoE profile that matters against infantry and P4 have that superior.
It's ROF is 1.0 Faster, try reading my posts next time. The scatter is only slightly different, the AoE profile is literally the same.
PIV = Better ROF, slightly better scatter, same AoE.
This makes sense, as the unit costs more.
EDIT: Just saw your post realizing what I meant. Thank you for apologizing Katitof, I appreciate it. |
No, I wanted to check if your constant OKW related spamming in balance forum is supported by you being decently skilled in this game. The only way to see this is 1v1, so no one is able to be carried by their team mates. Your proposal to play your AT team is very hilarious. Thank you for the invite, but no. I don't think I do need to explain myself.
I play with AT's because I play this game with friends. I don't see why this is such an issue. Most team games end up with little individual 1v1's happening across the map. I like discuss balance because you can find me in stream chats and I enjoy theory crafting.
You insistence on following me around and accusing me of being bad is starting to really, really get old. |
Artillery damage is fine.
IMO what it needs is for it to have area suppression, in a larger radius than the explosion damage. Currently hit or miss on individual squads makes getting any worth out of a field gun a massive gamble of RNG, a large and reliable suppressive effect would pay off much more reliably without making it into magic orbital laser strikes of death (Looking at you, you POS, Stuka Zu Fuss)
Yeah it's so unbalanced that OKW only indirect fire unit which costs 100 fuel in a fuel starved faction is good.
If OKW had more indirect options I could see the need for a nerf to the Stuka Zu Fuss, but right now it's basically your only counter (other than getting lucky with infiltration nades) to building garrisoning.
OKW needs static howitzers (which could help deal with the MP float they have), and USF needs some static howitzers as well. The LeFH either needs to be returned to it's original status or needs to be improved in some other way. The 152 needs to fire more shells, and the B4 is fine as it is atm, if maybe losing the direct fire ability and gaining a simple attack tank mode (so it basically becomes an AT gun with a long reload).
People love to complain about blobbing, but nobody wants to put more blob counters into the game. The ultimate blob counter is artillery/indirect fire, which is why allies are currently in the lead for best blob countering. |
Then they all would need a price increase if you can't see the imbalance yourself yet(and I know you can't).
No they would not, you can keep the stats of a unit the same but give them an additional model to help prevent stupid RNG squad wipes/improve durability.
See we never had complaints about a 4 man squad before WFA so why now? The reason is the close proximity of models, just introduce a spread formation problem solved.
Because the DPS on the field increased when WFA came out. It used to be Axis = 4 men squads Allies = 6 men squads. Now we have 2 additional factions that totally break this pattern. It makes no sense to keep Ostheer at the same squad sizes when the justification for it is long gone. |
I take this as a no then.
To be honest I didn't expect anything more from you, which only confirms my original opinion.
Yeah, I'm not going to 1v1 you because I'm not a 1v1 player, I assume you would be equally incredulous if I asked you to play any of my AT's. Although it is funny your so petty that you would demand a 1v1 because someone disagrees with you on the internet instead of offering any kind of actual argument. |