As I explained AA emplacement shutting down retreat roots of flanking infantry adds nothing to the game while it reduced the effectiveness of flanking moves.
This is not a L2P issue read understand respond....
It simply makes the game static oriented having to rely on frontal assault or support weapons...
Of course it is L2P, you should know that retreat paths have stupid logic behind it.
Did you any reason to go behind enemy lines?
Did you you recon the safest retreat path?
Did you actually think the British opponent would more likely use the Bofors over the AEC. |
British Cancer?
Why do you recon that mate?
My reasoning behind my argument is, OKW area meant to be an agile force always on the move.
If you wont move trucks, at least give a half track for front line re-enforcements.
Seems a tad dodgy if you have all other factions re-enforce on the move, and yet the one that should have it the most doesnt.
In the first CoH, the Germans were basically going on a hunting spree to find where the British trucks where located. What made it difficult was enemy units that prevented it. Plus, it gave the German players hell at the time. It's a scar that made Relic decide not to do what you propose for the OKW. |
no popcap problems for that, since the morons at relic have introduced the popcap glitch for the USF where you can end up having 150-160%
Even so, it would be counterproductive for the USF player since they're constantly trying to decrew their tanks to reinforce their blob. |
Soviets theme was only AI units, Ostheers theme was only AT units, that was changed ages ago. Themes only last until the developers change them because they aren't working.
Remember that without the P4, OKW was only encouraged to blob Panzerschrecks until they could spam Panthers. The P4 changed OKW's metagame for the better, more so than any change they've received before or after. Panzerschrecks and Panthers are already spammed as much as possible, taking away the P4 just leaves that as the only strategy. And I'd hate to see that encouraged again.
Dear god, the memories.
(Shudders at the flashbacks of OKW spamfest) |
Well, I am not an active player so my opinion doesn't really matter since I have these 'hicups' of game times.
It's either that the people playing the OKW don't like the way the faction is set up or that the OKW is the only faction whose generalist medium tank doesn't exist. In my opinion, those with little patience just want to add a bit more spice to their five star army of Volksgrenadiers...
...Man, it's so strange that the Sturmtiger used to be where the Panzer IV is present. I really feel old now that I think about it. |
How about making this M5 transporter like Brits doctrinal one? I mean, the one with weapons? You could pick up zooks and bars/thompsons from it. While I do like the concept, the Relic logic with SMG weapons is to either have them as an upgrade or a default weapon.
Example: Shock Troopers
Captain
Lieutenant
Paratroopers
Rangers
Conscripts (PPSH Assault Package)
So maybe the Guards automatically get the Thompson SMGs, but the M5 gives out Bazookas at the cost of its AA package. However, it can still reinforce.
Anybody else want to comment on this proposal? |
+1 |
There's no need to make different balance for modes. Balance was pretty great across all modes just last patch.
And the current issue is caused by OKW being OP across all modes, not just teamgames. They are plenty OP in 1v1 just as they are in 4v4. Their OPness just scales since there is more of them.
But if there is anything that needs to be changed it's caches. Caches cause the resources to go out of control in team games far more then they do for 1v1, and to some extent 2v2. If cache resources weren't shared team game economy would be much more like 1v1. I agree, as a guy who plays 4v4, I believe the caches need to be limited.
Maybe we could do something where the other players on the same team only get 10% of the cache bonus while allowing it to still be part of a team game. |
Like a facehugger in the movie Alien, a brief glimpse of something scurrying in the distance was enough to inspire pure terror in my blob. It was a Goliath, a miniature tracked vehicle carrying large amounts of explosives. Cumbersome, and controlled by an awkward command wire system - it would be easily snagged on various detritus littering the battlefield, and its controller should be very close by and vulnerable. The men in my blob were silent, looking awkward. Then one broke the bad news to me. There were no wires..... And ... and THERE WAS NO CONTROLLER.
The Goliath must have become sentient. It was operating until the control of forces unknown. The truesight mechanism used in COH2 meant it could be upon me before I knew it. I began to move my blob back down the road. I had barely clicked before the Goliath was spotted again scurrying behind a bush BEHIND my blob, between my position and the safety of my HQ. How could it have circled me so quickly! Could they really move so fast? With an icy realization it struck me.. the Goliath I spotted earlier was operated by the red okw player.
THE GOLIATH IN THE BUSHES WAS PINK
There were two Goliath stalking my blob. It appeared the pink Goliath was circling behind me, and attempting to drive me forwards, a classic predatory tactic perhaps hinting at a Goliath pack instinct. I cannot recount to you the horror of what happened next. Suffice to say that I unistalled the game immediately after. If you were on Fanfiction, this would get you reviews. This is well done to describe the terror. |
Give it a week or two. Wait until other people take notice of the changes. It's too quick to know if the balance is screwed up.
As for balancing 4v4s, you just have to deal with it. It's really hard to balance a game mode that is four times than that of the 1v1s. |