I didn't want to stir the pot tbh. Maybe the comparison wasn't a good idea. Anyway, creeping barrage on the katiusha is terrible and there's no dubt here. I honestly feel that the regular barrage is so good that it might be a really hard job to make any sensible ability that would make players use it instead of a regular barrage. Maybe smoke creeping barrage? Or maybe an ability to shoot regular barrage with smoke rockets. Instead of 1-3 regular rockets there could be incendiary rockets to accompany the barrage as a paid muni ability. |
I'd [prefer to see a creeping smoke barrage for example. Not yet on any unit. Could be a cool feature of a katy. Still I believe Katy is the best stock rocket artillery in game so I would be careful when buffing anything it's got. |
Better yet, remove the flag poles. They don't really serve a purpose besides occasionally making one of my turretless-TD's waddle long enough to die to an AT gun.
Yes they should be only animation without any physical presence.
Sandbags should be transferred to engineers only unless in a commander ability. |
I like that sprint has a munitions cost. Otherwise I would need to constantly weigh the value of some marginal use of sprint versus the speculative future cost of not having access to sprint during the cooldown.
Look at the cooldown on "step on it". I don't think it requires a lot of planning.
But U are right that some more direct buff (as nerfing allied mainlines is probably out of question) to their combat performance would be more appropriate.
Like maybe what was done to rifles. The midrange distance value was played with I think. Maybe for ass grens the closerange distance value threshold could be increased (close range becomes "longer"/midrange becomes triggered later) so that you avoid situations in which a more spread out mainline infantry squad wins against them close range. |
Free sprint would be absolutely broken. There's no equation to solve
They were given a 6th man upgrade for a reason. Talk about powercreep all you want, ass grens recieved a significant buff too
Can't agree here I'm afraid. They received pseudo-buff. The buff is meant to make them more viable lategame, which it won't as as they will be too fragile against elite infantry and vetted mailine at the stage of the game anyway (they would be more sensibly buffed lategame imo if they had been give a snare, for example). They were nerfed early game when they were supposed to be a shock unit before the light vehicles arrive. By nerfed I mean the buffs to allied IS and Rifles, especially. They aren't able to compete with them early game enough to justify buying them. Unless, of course, in the hands of a much better player to their allied counterpart.
That's why I don't think free sprint with cooldown would be broken. Definitely, no more broken than abilities such as "step on in". In its current form, sprint may bleed ost too much of munitions. If it was free, there would be some chance to actually make assaut grens viable for players on a similar level without more dangerous combat-stat buffs. |
.
Having exchanged polite greetings I say this: The power creep of allied infantry has affected the performance of assaut grens in a way that made them nearly useless/very risky to use. The possibility of losing to all purpose infantry often even at assgrens preferred distance makes them much less useful than intended imo.
Not really sure how to solve the equation but maybe they should have the sprint for free just with the cooldown like sort of "step on it". This would make muni starved early game ost use them more freely. They can never get the snare and scaling seems still poor with them so such a change seems fair to me. |
Lol what the fuck are you talking about?
You know assgrens also have an upgrade that gives them an extra man.... Right?
What does this even have to do with the thread? Nothing, it has nothing to do with the thread...
Observational bias. You suggested that they have sprint and that's why it is ok for them to lose against mainline infantry (rifles unupgraded) due to dropping models when closing in. It is similar to saying that because conscripts have sprint (oorah) they don't/didn't deserve buffs.
I don't think that the fact assult grens can sprint can be used as an argument for not buffing them to work as intended. IMO assault grens got much weaker because of IS buffs, US infantry buffs (mid-range buff) and conscript buffs. Power creep unfortunately. But is seems that again ost will be the faction that wont be given any buffs early game and their early game shock units will be left worse in comparison. |
You mean they will lose if they don't use sprint
Agrens are super strong right off the bat, but even with 6 man upgrade they still fall-off as the game goes on. That's what makes them balanced imo, but their opening strength is very good
Maybe You should explain to Sov players that cons don't need extra 7th man or upgrades simply because they have oorah? |
Alright, well, like somebody wrote, the descriptions of the units in the game should be updated.
Yeah, if it was done in English, fans would quickly translate into other languages. Also, COH1 had a really cool system with numbers depicting units' performance against different targets on a scale form 0-10 I think. It helped new players a lot. I've been playing the game from the beginning and still am sometimes surprised how effective/ineffective units are in certain situations. |
that argument can u copy paste for every unit/ability in the game.
nope - ost has a really serious problem with no counters to light vehicles. To get a pak they need to tech and build, usually, two buildings in the process. Then they spend 320 manpower to get it and are very likely to be at a huge manpower disadvantage in infantry department. Pak itself can be easily avoided or more likely to get decrewed by infantry. A hit vehicle often just absorbs a shot and self repairs. During this time they have only the faust to counter lights. Even when they do that the vehicle is very likely to escape form a faust plus pak combo. Basically ost player's micro must be better than allied player micro to pull it off. In the meantime a well microed light will be bleeding manpower from ost like crazy. Tbh you are going in a direction that is very likely to completely debalance the game. IMO you should try to play ostheer for some time - it will help you a) to understand them and b) to win against them using their weaknesses. If you don't play the opposite army with some success you will be stuck with your favourite army on your level and won't advance in rankings. Making fausts weaker will not help that.
when UKF has 60 munitions to upgrade to vicker's then u have 50 mun for a teller or you did something wrong.
This is completely wrong. To get the healing you need 60 munitions. Ostheer has a problem with munitions in general because grens without upgrades can't really compete with allied infantry. And tellers can become a great munitions sink as they are easily detected and can be shot at and detonated. Again - if you are playing against a player with better micro you will probably lose but on equal skill level you can roll over ostheer quite easily.
i guess the only reason for the higher range is that the developer would make look the snare more realistic, a faust can fly longer as an hand thrown at nade, but nobody questioned so far why is it higher and has a 100% lesser recharge time then all its allies counterpart. That Osttruppen hast the same stats proof that argument, that nobody questioned this.
I feel it was more connected with 4 men squads and no light vehicle to counter lights in the lineup. |