How far is the range anyway? And there isn't any way to manually target where he grenades go right?
Min range of 25, max range of 40. I think if you select a squad to attack it will fire at that squad, but I'm not sure, I usually hop them out of the position when there's more than 1 squad in the area. |
Things like land mattresses, katyushas, and calliopes that throw multiple volleys are excellent for clearing fros. Stuka zu fuss and panzerwerfers are as well, but the single volley requires much better timing. A katyusha firing on a medic truck can usually wipe retreating units even if they immediately retreat to the hq due to the saturation effect.
Not sure why this concept is a sudden mystery.
Katy is a tier 4 unit. FRP is a tier 1 upgrade. Not sure why this concept being a problem is a mystery to you.
Only mystery here is why the FRPs are only on 3/5 factions. I understand the holy grail of assymetrical balance, but the retreat mechanic is far too important to CoH to have forward ones be dolled out only to some factions. If limited to WFA it should be doctrinal, not stock. |
USF can only do FRP at T3 (Major). That's LATE game. OKW can FRP at T1. Slight difference. USF has ambulance at T1, but that's only for soft retreat, and it's weak as hell. When USF retreats it's blob, it goes back to base. OKW retreat it's blob, and it only goes back 1 sector (or whereever the truck is planted).
I agree the OKW abuse it more, I'm just saying in an overall conversation with all 5 factions, those 2 stand alone in terms of how much it effects there meta.
I'd rather they remove it from WFA entirely than add it for EFA. |
FRPs are dumb, and by far the most broken thing in the game. I cannot fathom how they have not been removed when the two most broken blobbing factions (US and OKW) are the ones using their FRP the most often.
It's been a broken feature for a while and only serves to dumb down infantry play. Completely removes the critical thinking component of deciding whether or not to retreat, and turns it into a brainless reset button. |
Because it's kinda strong? 150% (iirc) damage with no counterplay is kinda bs. At least with the plane weakness there is some counterplay and skill required for it to be used, ie don't use it near OKW t3 or wait until you are distracting t3 with a tank.
Also are you saying that t3 placement doesn't count as counterplay. There is a non negligible risk of placeing it far enough forward for its AA to defend against planes.
First of all, mark target is a 35% increase in damage, not 50%. Second of all, the placement of the t3 hq matters far more for infantry than it does planes AND the mark target plane flies all over the place.
Don't use it "near" OKW t3? Last I checked the ability does not give me control of where the tank drives after I mark it.... |
it's supposed to be more accurate than soviet one and having a faster rate of fire.
i don't see any issue here.
The Soviet mortar shoots at smaller squads. Why the hell would it shoot less accurately, AND be slower firing while costing the same??? That makes zero sense, and statistically, it's just wrong. The Soviet mortar has less scatter. |
I do not understand why Soviet Mark Target needs to dissipate immediately when the plane is shot down. The planes get shot down almost immediately by OKW without any micro at all. That doesn't seem like a valid attempt at adding "counterplay" to the ability, that just makes it a waste of 80 muni. The plane will get shot down before the ability even starts in many cases, since a 5 second delay is being added. |
Hey Loop, thanks for letting me know about Paras, I had no idea that Paras had the same reinforce, they always feel like they drain MP more than rifles, but I guess that's just mental.
I don't think it's just mental, there is that extra model on airborne squads vs riflemen, and they do cost the full 100 more initially. That said I think they're totally worth it. If you go airborne you can often forego weapon racks entirely as long as you get up in CPs quick enough. You'll have the AT gun no matter which officer you go and the tommys/m1919s on paras are way better than BAR riflemen. Lack of engine snare is the biggest weakness in them IMO, but vs just infantry they are so much better. |
M20 would automatically become more reliable by the nerf to heavy TDs. No longer will the minelayer/scout unit of the USF be blown up just because an Elefant/JT stared at it for a second
I like this very much, and maybe you've already mentioned this somewhere, but will the m20 be receiving any of the changes that were hinted at in the WBP? The buff to far and nerf to near accuracy were a good idea IMO, and adding 5% accuracy to each of the vet levels was great too as it still gets no accuracy bonuses with vet. The HP at vet 3 you guys initially included would help with the role you just described as well. |
As Tric said in the shoutbox, with all this assymetrical balance, and shitty balance in general (shitty is my opinion), there is no way to balance a 2v2 map completely for all factions..
I'd tend to agree, but I feel as though my worst experiences in 2v2 are tied to specific maps more than anything else. If nobody fixes the ridiculous elevation issues on Vaux im gonna lose my mind. AT guns and TDs get screwed so hard by those roads.
I think Tros is the worst 2v2 map. Could be my opinion but I gave it a try back when they rearranged some of the points and I just put it right back on veto. Every match feels the same on that map, little to no variety in how people approach it.
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