You and I will have to agree to disagree on the effectiveness of Breakthrough in teamgames.
Okay sure. Then you at least are agreeing it's bad in 1v1?
Spec ops works in any game mode. It's just far from "subpar" to breakthrough
Just so many off-maps that delete the jagd, and they're more common in team games. One decent soviet player and anyone with an offmap and that thing is gone. I killed 2 in one match last week with IL2 bombs. Ram wasn't even involved, but makes it even easier |
Jagdtiger, Assault Artillery and pzfusiliers are meh?
Lol yes. The jagdtiger is completely meh. So easy to counter. And like I said completely unusable 1v1
Fusiliers are the only reliable thing on the commander. Assault artillery is so easy to avoid, yeah it sucks |
A big problem with making changes to Spec Ops, as I brought up before, is that overall the doc is frankly subpar/mediocre compared to its siblings such as Feuer or Breakthrough.
Breakthrough??? Spec ops is loads better than breakthrough
Breakthrough is like team game exclusive and even then it's meh
-Flares: add it to the Command Panther and the UHU. Now it opens up a slot for the commander.
I don't think the commander needs more abilities. Gives you more than enough already
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Add em to t0 and have em build- they may even be in order for some nerf roll backs then to return them closer to their manpower effecient defenders role
Exactly this, you don't really need any other nerfs (and you can even buff em as you say) if you just move them to HQ
If it's meant to be an alternate opening for Ost then treat like one. I would even be cool with ostrupp getting better scaling through some kind of upgrade
A more significant one than their shittier lmg42 i mean. Like a late game manpower+fuel upgrade that increases their stats or something |
Am I the only one who is baffled that we still have ANY cp 0 call-in infantry? If it's cp 0 toss it in the HQ. For everyones doc infantry: ostrup, ass grens, ass engineers, Pathfinders, etc. You can make those squads stronger if they can't be instantly spawned at 0:01
Being able to click squads on to the map in the opening of the game, especially cheap ones, makes no fucking sense to me
I honestly think every unit should have a build timer, but don't need to change everything at this point |
I'd rather have a playable and fun/balanced game than one that tries too hard to be realistic at the expense of playability.
I tend to agree, I just think currently it might lean slightly too far away from realism. I don't want a stimulation by any means, just take a little less of a poetic license with history
The friendly fire idea I just find interesting. But it could also get really frustrating really easily |
Honestly this same issue arises in a few friends of mine who i've tried to play CoH with, who can't even get over the fact that many units in CoH do not act in the way they "should" when compared to their IRL counterparts. One friend being very unhappy when he built a Firefly, and finding that it did not act as a medium tank, for example.
I hope stuff like this is given a little more weight if there's a coh3. I know coh isn't meant to be a perfect stimulation, but I wouldn't mind if they leaned just slightly more towards realism
It's different reasoning but a friend of mine won't play much because of how friendly fire is handled in this game. He thinks hmgs should do friendly fire suppression, mortars should have full friendly fire damage etc.
Idk if I agree with him that it would make coh better but it would certainly be interesting. Friendly fire suppression i think makes some sense at least
Edit: i should clarify he means for your own units. Obviously teammate friendly fire could get cancerous |
Pathfinders are only worth it in team games imo and even then they aren't that great. The vision is more useful on some bigger maps or when used to spot for a teammates TD/call-in |
Interesting, that's more of a difference than I had thought. The patch notes were worded as though the difference for small arms was minimal.
Its not a massive difference but definitely not minimal either. Noticeable enough that I don't think also giving earlier snares makes sense. At least until the current changes are tested
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This is still an ability to snare at range that OKW simply does not possess.
Okay but why is that problem?
Im not sure what you want. I stated my stance, I don't think volks necessarily need a longer ranged snare. How much more clear do i need to be?
I mean your last post you gave reasons for them to have it, and then gave the very confusing statement that I was referring too
When you say these strategies are being nerfed "Across the board", you're just talking about the T-70, AEC, and WC-51, right? The WC-51 is going to be somewhat less dominant, certainly, and the T-70 being toned down is certainly nice, but they're still going to be very powerful units, the AEC isn't exactly built for its ability to obliterate infantry, incidentally.Also: Only the WC-51 would be affected by an earlier Faust timing, given that the T70 and AEC come onto the field after an OKW player will have placed his first truck.
The m3 is also getting an armor reduction in exchange for health. That trades survivability against infantry for help against mines. Increased range would effect all light vehicles too, like I said it seemed like you were arguing for that too
Who said they weren't powerful? Were getting way offtopic here. Especially with talking about grens who are part of a whole different army |