Stuart was overnerfed imo, they should've made it more similar to the puma. Wouldn't make sense historically but would fit better in their roster/tech
Maybe like 120dmg, longer reload, less effective against infantry, pen buff. Too late to do any of this now, but I think focusing it more on AT would've made more sense given what the USF has against infantry already |
In terms of the balance team not changing it, it's not being changed = ok to them, but asking around a lot of people would jump right on the train of "teller OP".
I think that if Teller did 380 damage it would be totally fine. Doesn't change much for mediums that run over it, and the 400hp lights would still be pretty easy to finish off with only 20hp left. Same goes for m20, cause it also immobilizes. But I digress... |
Why was the decision made to make it so mines don't 1 shot a super light? Should mines not 1 shot kubels, m3a1s and UCs? You invest 30 muni into a trap that your opponent knows could exist and they don't get punished for it is pretty dumb.
Not to mention, that 30 muni trap can be set off by infantry. Tellers/m20 mines you need a sweeper for and yet it's totally okay for those to 1 shot much more expensive vehicles, which is absurd imo |
It tracks the enemy, not really auto-aims on the units. For instance its still possible to reatreat from zerroing circle (at least untill it fully rumps up) since it wont always hit directly into the center of the unit. Its just very chaotic and fast so it look like it always auto-aims.
It doesn't look like it auto aims it does auto aim... Test it yourself if you put units on the edge of the radius and leave the center empty, you don't see any shells fall in the middle. As I said you are correct about the delay, but that's it. Everything else you are saying is misleading
Just because the shells have scatter does not mean they don't auto-aim....
AT overwatch on the other hand never misses the target, it auto-locks on it and hits in the center of the model.
It can miss it's just more accurate because its faster. It only shoots vehicles which can relocate faster than infantry, and vehicles are larger targets so it's harder to miss
In any case, over-all chances of dying to Zeroing is pretty much the same as to most arty abilities if you stay for the whole direction in the bombardment zone.
That is simply not true. Other artillery abilities rely more on RNG and complete chance of where a target is standing. Infantry units that stay in zeroing zone (and are revealed) are guaranteed to die
In the past I have combined specops flares with Zeroing from a teammate to destroy howitzers. It was guaranteed to work every time, allbeit for quite a cost
Imo all of these abilities could use reworks, but it's probably too late. And I don't dispute that AT overwatch is broken |
This sniper nerf is purely for top level play and just makes snipers worse for the vast majority of players. It's not needed and was dialed back, which says a lot.
So thanks for your post, but no.
Should be the case in coh3 tho, for sure. All factions need equal access to combined arms gameplay.
I didn't say anything about the sniper nerf? I don't agree with how they are nerfing them
I also didn't say that USF and OKW don't have counters to snipers. All I'm saying is that if someone says they shouldn't be removed because they are critical to the game, then it would seem fair that everyone should have them
I think everyone should have them or no one should |
Zeroing dont auto aim on units, zeroing has friendly fire, zeroing takes like 5+ seconds charning up before it actually start being devastating.
Zeroing is just another artillery ability, which works like any other artillery based ability except it needs constant vision.
Abilities are closest to overwatch - all plane based abilities, but unlike auto-aiming planes AT overwatch cant be countered by AA and it cant be doudged.
Ummm what are you talking about? Zeroing arty absolutely tracks and targets units. You're correct about the delay, but it absolutely auto-aims, and it most certainly does not work other artillery abilities
The description literally says: "Automatically attacks visible enemy units in the target area. Artillery rate of fire ramps up the longer the target is visible"
To be clear I think zeroing is relatively balanced compared to AT overwatch, but that's just because ATO is faster. Zeroing is the same ability its just slower and it attacks everything instead of only vehicles |
It's a post directed at multiple people, you were just the last one to reply.
No, you quoted me. Don't quote me if what you say has nothing to do with what I wrote |
Next thing you people will suggest is moving the ZiS-3 into T3 because it 2HKs 222s lmfao
Did you even read the fucking post you just quoted? I actually never said to nerf AT overwatch. Like I said some of these commanders rely on these abilities to be competitive. Even though threse abilities are dumb, serious nerfs would hurt the commanders too much...
You didn't even mention my actual argument, which was about all off-maps that auto-target, and how I think they shouldnt be in Coh3
Literally nothing that you just wrote had anything to do with what I was talking about. So piss off |
Is that supposed to be a argument?
Arty cover wasnt broken, just move lol. Perimeter overwatch wasnt broken, just dont attack, lol. All the JU nerfs useless, just move lol. Sector assault was totally fine after the rework, just dodge every bomb by giving up the entire map.
+100
Imo all of these abilities are silly. Anything at auto-targets for a player should be a "killable" unit. At least planes can be shot down but I still think attack loiters are silly too
Offmaps should always be manual strafes and barrages. Obviously that would screw up a lot of commanders so it's too late for that change. But I hope there's no more of these style abilities in coh3
AT overwatch is especially silly. Can't be shot down, killed, only dodged. And in team games you can spam the fuck out of it. Cost is the only thing that "balances" these abilities, and that's not a good system |
I mean, sure, but these factions will typically have that second engineer regardless, as they need it for repairs later on in the game.
I was iterally just referencing the stowable sweeper dude. I don't have a problem with them being able to stow, you read WAY too much into this
Like I already said:
It's hardly that big of a problem anyway. Only bringing it up in comparison with OPs strange point about 85mm shot
My main point is that a fucking car surviving a mine looks dumber to me than surviving a tank shell
And imo the kubel is clearly cheap enough that dying in 1 shot to a mine wouldn't be a big deal. If 50 muni for a t70 is balanced then so is 30 muni for a kubel
And once again, I don't really care if nothing changes... |