I don't think the OKW flares are as powerful as people make them out to be. 60 munitions isn't cheap and you can't spam them forever, especially not since OKW is pretty munitions heavy to start with. It's like most other recon: it's annoying but you can reposition your units accordingly or keep them moving.
Its ability in team games to spot for other teammates' off-maps is unfortunate, but then against most recon can do that. Even planes will usually be able to spot whatever someone wishes to off-map before being taken down.
I could get behind a better visual clue though, like a green marker or the flares appearing sooner.
Yeah, OKW drop flare and another use Zeroing Artillery over British emplacement. No counter, no avoidance. What could go wrong? |
Don't forget the Panzerbüchse 39 in campagne. It would fit perfect for Osttruppen instead of LMG42.
There are also concrete bunkers, which would fit perfect for OKW-Defence, also Pantherturm and mortar-bunker.
Panzerbunchse in ToW use PTRS model.
Mortar bunker/Pantherturm is full of bugs, have no sound when firing, have no constructing model.
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IIRC, accuracy become worse when fighting unit in cover, as the increased amount is diminished greatly.
However, cooldown and reload amount is not affected by cover.
At first thought, people would choose cooldown. After all, a rifle would shoot multiple shots and reload once.
Nope! You forget that cooldown is only a part between two shots, there is also wind up and wind down time, which is thought to be obscured from process.
So the actually best bulletin is reload. |
The most annoying thing about projectiles in the game is dealing with terrain elevation. The interface does nothing to help show where there is a small hill. With the amount of crap you have to remember and memorize in this game, it would be nice if all maps were flat so players are dealing with a 2D map instead of having to try to remember all the little hills and depressions on the map surface. Another frustrating thing is ambient object collision. Whether the projectile hits a stone wall, a car wreck, or whether the projectile magically phases through the object and hit the intended target is entirely RNG dependant. This frustrates me to no end. The amount of uncertainty hurts axis players a bit more as they are more reliant on at guns and unturreted armor. These AT weapons are very sensitive to bad RNG since they have poor mobility and hence cannot make up for a missed shot by trying to chase the target. Also these AT weapons are easily killed by a flank. If the allied player has a medium that is trying to flank and eats a shot before getting into the flank of the AT gun/TD, you can faust it to cripple the engine. If the at gun/TD misses, the medium tank is free to circle strafe without needing to worry about engine damage after eating a faust.
Welcome to advanced 3D RTS game mate.
If you could not bear with shot hitting the ground instead of enemy, I advice return to Starcraft, C&C series. If you want competitive 3D game without need to calculate shot collision, then play SC2 or DoW1. |
For Victory Point, when you play in Annihilate mode, it will turn into normal strategic point, which lead back to ^above^ case. |
Before going any further lets define what each sniper job is. Soviet sniper teams main job is to counter team weapons while the Wehr sniper main job is to counter other snipers.
Now to the topic:
One question: Is this definition from Relic/balance team, top players or from you?
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You people forget that Ost needs to build a bunker to get the weakest healing in game for 60 munitions. You now want this to cost popcap too? Lol get out of here.
Read the topic title carefully, will you? MG bunker. |
I don't know how people can defend OST MG bunker (and OKW with fortification doc) when it become serious meta right now, especially bigger team game. It's extremely annoying just to flush out those mg bunkers defending victory point. Of every axis players I encounter, all of them resort to MG bunker spam, no spare.
MG bunker spam is worst as Brit Emplacement spam. Just imagine Brit Emplacement with 0 popcap - you know how terrible it is. At least, Brit have big manpower and fuel cost slap along with it. If you can complain one side, why not other?
US MG emplacement can have pop cap as well, at least it's ten time easier to dislodge an US emplacement when I'm playing as axis.
Counter? Possible. But when late game hit with Jagdtiger/Elefant and bunches of rocket artillery, all allies counter options become invalid. You just have to over skill your opponent or become salty.
Either you are axis fanboi wanting to abuse it or just playing 1v1 and claiming it's not a problem. |
- Completely replace raketen with pak40 non-doc, and move raketenwerfer to, e.g., overwatch
And nobody will see raketen ever since. It's just Soviet ver2, instead of Zig and M42 we have pak and raketen.
- replicate current raketen design to soviet m42 gun (Soviets have a normal AT gun that gets the job done, and m42 could finally find a niche as a gimmick gun)
Honestly, have you ever encountered m42? Below panzer, it work barely. And anything above that, it's useless. I'd rather having current raketen than another m42 clone
- Reconstruct raketen as a pak40 clone (i.e., worse reload, worse arc, no retreat, but 60 range and better accuracy) and only carry over the safe gimmicks (e.g., Soviet AT gun-grade camouflage and garrisoning). However, retreat needs to go.
Or the coh1 pak38 clone. The gun does not have much damage or penetration, and relies to its first (three) shots out of ambush.
And while balancing gun, please remove camouflage while moving, I really hate stealth capping from raketen. |
As it has become clear that Relic is thinking about COH3, i wanted to have a discussion about the good and the bad in both vcoh and coh2. It should not be about which game is better or about the details in balance, but about the broader picture. So please keep it civilized and don't derail it
My personal list is as follows:
Coh1 did better:
-strategic diversity
-vet only from kills
-more variety in vet (bought, shared, only on officer,…)
-ressource/territory system (small/middle/large mun and fuel, territory points not giving ressources)
-no abandoning
-sound of explosions & arty
-commander system (although a higher number (like 6 or 7) would be good)
-many global upgrades
-better house-counters
-input lag
-performance&optimization (although this is partly explained by worse graphics)
-no buyable commanders (im fine with buyable skins)
-visibility of your troops
-grenades ("sharper" feel)
-ressources below each other instead of next to each other
edit:
-multiple faction search
-dedicated 2v2 AT
Possible additions from DOW3 to coh3:
-nothing, for the love of god
This list is missing extremely important point of CoH1: Population depends on number of strategic point.
=>4v4 of CoH2 becomes nothing more but spamfest, cut off resource rewards zero effort, unbalanced maps (especially bigger team game).
Also super heavy tank can be called only once and extremely risky choice(reduce half of mp for 5 minutes), instead of no-brainer button. |