I've been playing 1v1 OKW a fair bit recently and I can't say that I think the HMG34 needs a buff. It has a big arch and suppresses very well. It doesn't have the same Oomph as the MG42, but with OKW I don't find myself lacking in Oomph anyway with Double Obers being fairly easy to acquire, its the crowd control that I am looking for.
The REAL reason is people were so used to playing an overpowered faction... and when it gets more back in line they complain because their cheese strat with op units and abilities doesn't work as well anymore.
I am a proud Brit myself but the faction in this game was nothing but cancer ever since day 1. The infantry section was flat out of control for a long time .
My personal belief is that creating lots of UK units relic basically developed ostheer with 5 men squads, self-sufficient mgs, reliable light vehicle and lategame sturdy tanks. Sort of ostheer dream at the moment it was created (plus emplacements)
The thing wrong with Brits is their design as a whole.
Emplacements were cancer. Now with the nerfs you can't really use them though the cancer mortar pit remains a problem on some maps (crossing in the woods, Charkow).
The concept of a high HP, high armor vehicle (Churchill) is shit. Especially when there is no non doc Axis high range, high pen td. I consider 50 range insufficient for that.
Cover bonus on mainline infantry was a mistake. Hard to balance. You want to attack with your inf, not camp in cover.
A t0 heavy vehicle is frustrating to play against aswell.
Could continue this rant but long story short Brits will always be annoying (either for the user or the opponent) and not fit the game.
Yep. I am especially baffled by the whole idea of extra cover boosts. Cover gives boosts and that is enough. With those extra boosts they will be either too strong in cover or too weak out of it.
Don't they get the penalties on accuracy when the HT is moving?
That might be the problem - for some reason bazookas and shrecks seem very effective. Maybe when they close in they are still too effective or the players press stop button like with tanks idk. Tootsie should maybe explain
Regarding part 2, if open topped transports were supposed to be used as you claim, they wouldn't allow to shoot ALL weapons from out of them.
But they do, ever since the first game, its as intended mechanic as it can be.
Why? They should be able to shoot out of them - they should be just less effective than when standing on the ground. Sometimes it is better to leave a building and shoot as it has too few windows. Halftracks shouldn't be better shooting platforms than buildings (again the 'feel' of the game is lost).
In coh1 there were kangaroos (also a rather specific idea looking at how many squads you could place there).
I just feel that halftracks' in game utility should be their support of 'ground' troops. The number of abilities and upgrades should boost/help surrounding infantry rather than make them more mobile. They should be the nucleus around which infantry units operate - not a lightning speed turbowagen with ridiculous number of infantry entities crammed inside and still shooting better than when fighting on the ground.
TwistedTotsie's games are so much fun to watch but the knowledge that stems from them is simple: good players show especially well which elements in gameplay mechanics are just a bit wrong. The game is great and well balanced - this is just one more detail to polish.
Imo halftracks with zooks/shreck shouldn't be better than tanks or at guns. They shouldn't spot mines and be able to "step on" for free. All the above makes the game too arcade/too far from players' 'realistic' taste.
at least 3-4 elements seem to be broken here in one sort of place:
a) sweepers - should stop working when garissoned (building/halftrack/bunker)
b) 'step on it' shouldn't exist or at least be muni-paid (like blitz)
c) accuracy of shrecks/bazookas should be much lower when garisonned in a halftrack (or in a moving entinty - a parked halftrack could be ok)
d) sweeper should occupy one weapon slot
Generally the intended role of a halftrack should be the support in a sense of additional mg, flame, but also healing, reinforcing, extra vision, some combat bonus aura, etc. not driving around like a crazy shooting platform. Infantry should be more effective after it is unloaded - not shooting from inside.
And food for thought - I would love to see halftracks giving vision, arty support, etc. Such abilities should be moved to halftracks from tanks (Valentine, pz4, tiger). IMO halftrack should provide 'soft' bonuses and those extra abilities (auras) rather than tanks. It would create nice risk/reward mechanics.
For realism purposes there's no such as a thing as friendly mines. Leave it be and make sweeper occupy a weapon slot.
Sweepers occupying a weapon slot is a good idea.
But there is hope with half-tracks too maybe. If okw can holster sweeper the same mechanism could be used to make them not work once engines enter halftracks/buildings.
The issue is that when they were 480hp they were given many tools to survive like that, then they cranked up the health, increased the price and called it a day leaving a unit with average durability but vastly above average mobility making it extremely durable. It would be like taking grens, slapping 2 extra models on them, adding 20mp and calling it a day while leaving their lmg, med kits, damage reduction ect. Except they also have an ability that gives them bonus DPS and for some reason the lmg can fire on the move.