Why does throwing a mills bomb lock out a gamon bomb and a smoke bomb lock out a grenade, but a flame nade doesnt lock out the Infiltration grenade nade spam (I forget its name).
Whoda though that a one time upgrade that grants 25%more dps, health and targets as well as slows dps fall off ontop of also being able to throw double weapon upgrades om em would been so problematic to fond the right balance? Nobody. Literally NOBODY it seems....
Command post shouldnt give medics, UKF already has tommie squads and forward retreat point for medics, another would be unneeded.
UKF need mobile indirect not just smoke, you cant smoke a mortar to stop it firing and fuck spending muni every 5 mins to smoke out an MG!
Plus the unlock all is far too cheap, even cheaper than going for bolster and AEC tech in current game...
I'd suggest looking at the vickers too, its ability to pin a squad is non existent and all its vet is mainly tied to buildings which... indirect makes an MG in buildings useless.
That's not how it works. The weapon is never targeted while it is crewed. Only when the weapon is decrewed can it be directly targeted by AT weapons, at which point the weapon's target size is used to determine the chance to hit. This target size is 20 for most team weapons, which gives excellent chances to hit on all ranges (>100% at low range), but the Raketen's is 10 which makes it hard to hit even at close range.
Again, this has nothing to do with "an RNG shitfest", this is working as intended. Whether or not that intention is right is another matter. This was simply a case of some decent chances to miss stacking up, which was a bad roll for sure, but well within the boundaries of sensible RNG.
Working as intended !=balanced I stated that the RNG needs to go from situations when you are as close as I was, you just gave an explination of how the RNG is calculated and in the same breath said its not an RNG shit fest and that I rolled "decent chances to miss" my exact issue!
If you want to now explain the comet firing under its barrel and missing at a closer range.
The Raketen has a target size of 10, because it is so small compared to other ATGs (TZ 20). That means a 6-pounder only has a ~55% chance (~0.055 acc x 10 target size) to score a hit at that range. So this is a bad RNG roll for sure, but nothing really extraordinary.
Which is fine for when it is manned but when it is decrewed and your ATG or even vehicle for that matter is parked 2 feet away from it, the chance to hit should be basically 100%.
RNG adds life to a game, it brings with it unexpected and exciting events both good and bad and it is what keeps me coming back to COH2.
However! There are some situations where RNG simply shouldn't take part in what happens but it can't help but get its greasy mitts all over it. Take this video for example:
Start at 14 seconds, I cant seem to imbedd with a time stamp, or click here
I did everything that should have guaranteed a kill but the game simply decided "Nope", that adds nothing to the game but pure frustration, situations where a Churchill point black to a flame hetzer will bounce....(I'm sure you've seen the video and downvoted it).
Here is another similar example Comet Vs Panther close range Now I imagine that if every shot was to pen at such a range that the tank battles might become quite dull, the thing that gets me the most is the second shot from the Comet, I mean... its even under the barrel!
Indirect wipes or devistating hits are hard hitting but I can accept them as it was pure RNG "If only I had have moved or stayed still" Long to mid AT shots that bounce, frustrating but OK, but to be so close to something and still bounce or miss (And more than once I might add) simply kills all enjoyment and there should be deciders in place that guarantee based on distance the RNG gets lower until eliminated. I'm sure there already is something like that in the game but as you can clearly see, its just not working.
I believe that when the bren was nerfed the Vickers K remained the same and it is now a different weapon alltogether, ala, it shreds (Unless thats just conformation bias).
The requirement to unlock weapons should be removed to let the HT drop Vickers and Piats, its too much to require side trech aswell as a HT.
Hold the line is the most OP ability in the game and the only reason it hasn't been nerfed is because noone knows how it works and its very situational.
It works like this:
You press the ability and all your frontline sectors (THAT A RE CONNECTED) light up, after about 20-30 seconds or so if an enemy steps foot in that sector they meet lazer rockets and MG's but only after that time so if you are expecting a push you have to... "Hold the line" It can be contested where you are both in it and it can be getting taken by the enemy but if it gets taken or you cap a new territory, it breaks the ability.
So click it and camp on your points, basically.
AT sections are pure trash however, their AT capability after LV phase is non existent, if you can get a snare off just pray that it actually damages the vhicles engine as many times I have had them not snare LV's when hit.
Railyway arty is again situational, mainly good at killing OKW buildings but other than that, used as an expensive area denial during the latter stages of the game.
To fix it, give AT sections cloak, remove the need to unlock weapons to drop weapons from HT and tweak hold the line so Its more consistant and not OP as fuck like it is now when used.
Aren't you a Brits only player, you just basically tore apart the maps that benefit the factions that thrive on mobility and touted the best map for static range based play....
There are so many people that comment on 1v1 maps or balance that have horrendously biased view points but don't clarify their opinions when speaking. Like you know most of your experience comes from playing one faction, yet you don't clarify that?
So because I main a faction I am unable to give feedback on points of a map that outright break said faction? Ok
I also forgot that sight blockers, out of the way cut offs and narrow access points to areas dont affect any other faction than UKF, sorry my bad.
The issue with heavies is power to cost ratio. Increase cost and increase cooldown of call in ability and they won’t be as OP.
For instance the Tiger 1 needs 230 fuel and you can build another one if you lose it. The unit would be a lot more balanced if it its cost was increased to 260 fuel and when the unit dies a 10 min cooldown on the call in could start.
Exactly its just bat shit bull shit when you make a push against heavy and as you're trying to lick your wounds and get back on track, another appears instantly.