Just remove static artillery. It adds nothing to the game and the role is easily filled by stock artillery in each faction (except USF ) British artillery is OK because it has smoke and is part of their design.
It was too weak before and now its just annoying to have almost 0 counterplay as OKW and always having to have Jaegar Armor or CAS as Ostheer.
Luckily not many people use the ostheer cannon because Soviets also have very little counterplay as well. |
Yes but only if Pack Howitzer gets smoke too. (free smoke not just WP) |
I am getting more bugsplats and crashes than usual. 2 streams in a row, 2 games crashed right in the middle of the game. I'm starting to get worried for the tournament. Also coh2 seems to have a memory leak now that is somehow filling my 12GB of mem and starting to build a massive pagefile. My whole computer eventually comes to a grinding halt after running coh2 for a while.
You should probably make a rule about what happens if there is a bugsplat, just in case!
Also, are you doing anything besides casting while you play coh2, because im shocked the memory leak gets that big that fast? |
They could just put in a cache stacking machanic, so teammates don't have to fight for cache space. That would also add incentive to raid for caches if 1 cache could potentially be worth 800mp of your enemies investments.
Ooh I like that a lot. |
No. Thompsons are the only thing worth getting from that commander. Kappa |
They would be no more disadvantaged then they would be in 1v1.
All getting rid of cache sharing would do would be to make the 4v4 econonomy look more like it does in 1v1. 1v1 is what is the intended design, and the huge difference in economy is what makes balance in the higher player modes so crazy.
Don't forget that this also means allies won't have as much as well. I don't think OKW will do as bad as you think. They are currently the strongest 4v4 faction by far.
Are you suggesting that caches should only benefit the player who built them?
I agree on idea, but then I feel like 4v4 randumbs (even though the game is designed around 1v1) would just become a rush to get caches down.
I wouldn't mind seeing cache's removed from the game personally. |
4v4s biggest problem is cache sharing. Dealing with that would leave 1v1 completely the same and have little effect on 2v2.
How could you fix cache sharing without leaving OKW severely disadvantaged or making it a scramble to put down caches between individual players? I've been thinking about this a lot but I'm stumped. |
Changes for OKW:
- Remove Munitions to Fuel Conversion
This has been bugging me for over a year since WFA came out. OKW isn't as fuel starved as people think it is. Pumas, Panthers, Jagdpanzers, all come out very early for OKW if they convert. Jagdpanzers can come out earlier than a Sherman if a USF player like me builds all officers (like how it should be played).
An indirect issue with this has to do with map control as well. If the Allies have both fuel points, OKW can keep both munitions points and still manage.
If OKW was a 100% FU faction, this would be very overpowered because they'd have tanks coming out earlier than everyone. However the issue isn't as blatant and is hiding because OKW is at 66% FU. So tanks don't come out earlier than other factions, but they do come out at the same time. For a faction that was designed on superior tanks than every other faction, this is a staggering issue. OKW should have tanks coming out after every other faction does, not at the same time. Cheap OKW HQs exasperates this issue; I will elaborate on this.
Another issue is in addition to OKW tanks coming out at proper timings, they aren't penalized enough for losing tanks. They have access to beasts like Jagdtigers, King Tigers, Panthers, Sturmtigers, Jagdpanzers, but losing them doesn't matter much because replacing them isn't too difficult. OKW shouldn't have the Soviet and Allies mentality of throwing away tanks and still managing to win.
All you need is the good old munitions to fuel conversion and everything is fine and dandy for the OKW. All they need are Panzershreks anyways.
- Increase HQ Costs by 50% (300 MP + 60 FU)
You know how MU --> FU conversion nullifies the whole low fuel concept for OKW? It is exasperated by the fact that their HQs are so cheap. Just 200 MP and 40 FU for Mech and Medic HQs and 80 FU for the Flak HQ. Compared to Ostheer, USF, UKF, and USSR, its too cheap.
This also creates issues with risk vs. reward. OKW can manage to be risky with their HQs because there isn't much fuel at stake. Yes, one can argue there is more at stake than just the 200 MP and 40 FU, so this is more of a smaller issue but still an issue that needs to be fixed.
Some people say that their HQs should be cheaper because they are starved faction. This isn't a reasonable justification for cheap HQs. What is the point of fuel starving a faction because they have access to stronger units if you are going to make their techs cheaper?
This essentially gets tanks out really quickly. Do the math, USSR for example requires more fuel to get its T34 out than a Jagdpanzer.
That being said, I want this to be an intellectual discussion please without the "fanboy" "OP" cards with little to no reasoning behind statements. This isn't a flame thread, this is after analyzing the game after 2,000 hours of gameplay. I provided my reasons, so you guys give reasons to why you agree or disagree. And specifics please.
The JPIV has made a big comeback because it comes out shortly after the stuart and the M5 and of course scales better than just about any TD in the game. Because of this, OKW is fine. Also, as OKW in a 30 minute game you can expect to see 1 KT, 1 JPIV and PIV, Ostwindx2 JPIV, etc... The fuel penalty definitely hurts them.
That being said, I think having the PIV start with armor skirts is a bit stupid, because it makes people more likely to yolo what should be a precious resource. |
Thread: Snipers20 Aug 2015, 17:40 PM
As in the million other sniper threads it could be fixed by giving the ostheer sniper higher received accuracy. But yes, random mortar wipes happen frequently to soviet sniper teams. |
OH against SU is an exercise a frustration right now. Literally, the last 10 games I played (I actually counted)8 times out of 10, there was the fast, 3cp Quad/T70 opener into Su-76 which is exceedingly difficult to counter if properly executed on most maps and can actually end the game at the 6 minute mark.
More than once, I've had guys just bumrushing my Pak, eating a shot and a Faust, but still decrewing the Pak before it could get a second shot off, then killing off all nearby inf and and winning the game then and there. Effing glorious.
This is made worse by the fact that in a non-muni dependant faction like Soviets, the HT is not even a big investment.
Not that I disagree with your conclusion (the quad can definitely win games early), the HT is a big investment. If you want the quad mount at 7 minutes there won't be much munitions for other things. Maybe one flamethrower. |