Then add that to the list of things that are broken |
They fall far too fast!
You don't have anytime at all to move your AT guns before the bombs hit and wipe them |
The only one who is Biased is you, by being a 1 Faction fanboi.
2nd of all, you run towards the middle of the map.. instead of the outside..what a smart player would do because he is not going to put the arch towards more outside the map.
Before you try use that age old "Gotcha!"against me, maybe look at my post where I state ALL arty is over performing.
What do you mean middle of the map? You want me to run outside of the map? What drugs are you smoking? Hindsight is a great thing isn't it but again, lets forget about what actions brought up to the squad wipe, oh mighty COH2 God, and instead focus on the ability it has to squad wipe a fairly spread out unit and then bring that power back to someones base and have it hit 2+ squads that have retreated and clogged up at spawn, seems legit!
Remember what a 'smart player' would do about demo charges? They nerfed them into the ground didn't they! So maybe it's the dumb players like myself that see stuff that needs changing and in turn help the game because they only way you get things to be nerfed is to have it used and abused, funny, thats what's happening in this tournament isn't it!
https://youtu.be/0-KrAvxVVuM?t=2501
3x Stuka 2x LEFH
I guess you will tell them they shouldn't have focused mid, a clever boy like yourself would have flanked left outside of the map, right?
Why dont you click once on your commander ability, and once on where the arty piece is and call it a day.
You may have to sac a car, but thats hardly difficult.
He had 2 or 3 raks and it just deleted any tank that went anywhere near the fuel. Getting recon and using that would have been an option you're not wrong but its expensive, it isn't guaranteed to hit or even kill and they can get to 400MP well before I can get to 250+ Muni and it's like I've mentioned earlier.
If they do that doctrine I have no choice but to basically go 1 of 2 commanders or its GG from the start. That makes the game horribly stale as you are forced to do the same thing game in game out.
Hell even if they make the LEFH go down to 1 tank/AT shot/Demo charge that might allow for the unit to keep everything it currently has but stop it from near enough requiring arty or a call in ability to kill it which is a large issue.
Yes you can send in a tank(s) and sit there shooting at it until it dies but they are so often that far back, surrounded by units and defenses that you can't simply sit there for too long. Allowing for it to be 1 shot for example, same as the Werfer and the Katy, might as I mentioned balance it out without the need of any other changes. |
Do you see where the LefH stands? Literally RIGHT infront of you. Of course the Scatter is very small there.
Also the player has Sight, you don't think to move out of the capping sector, where he would probably shoot, since you got the whole other sectors.
You could hear the lefh shot coming, you cut the video so the shot is not hearable from the beginning, only the following roar of it, and instead of MOVING towards the outside of the map, you keep staying in the fuel circle, in which your enemy shoots, with some clear thinking you could have thought of that.
But Enough of that.
You rather cry than to think.
That was showing the wiping potential of a full health squad, nothing to do with anything else that you mentioned, you know, thats why I said the wipe potential is extreme and not the accuracy is extreme etc.
EDIT: Because, you know, the aoe isnt any smaller the further away the shots land.
Have you watched the recent 2v2 tournaments? Its just an arty fest, there is a reason for it.
"and instead of MOVING towards the outside of the map, you keep staying in the fuel circle, in which your enemy shoots, with some clear thinking you could have thought of that."
I was clearly trying to move out of the circle when I heard the shot, the click was moving other squads towards the sector, you know, if you watched the video without pre meditated bias, you might have thought of that. |
I absolutley hate artillery hell that many games devolve into, and when I play USF in a larger team game, I almost always prioritize recon + time on target on any LefHs I see. It works, and unless you're already on the backfoot, your enemy can't afford to keep spamming them. It's muni heavy, but it does mean that you are effectively hamstringing an entire enemy player.
Having said all that, I don't think artillery needs to be overnerfed, but I do think any "click and forget" things like counter-barrage need to go.
I'm less critical of the Wehr mortar getting this in part because of the much lower range which means it has to be close enough that you can do something about it, but howitzers can just sit way in the back and counter you with 0 input from the player.
edit: I dislike limiting how many of a unit you can have save for special commander units that give an orthogonal aura benefit, so I'd vote against limiting artillery to 2, in part because I dislike limiting what a player can do.
But have you played 3v3+? facing anymore than 2 arty pieces, hell even 1 can completely win the game, its not even funny. THe wipe potential is extreme and needs to be toned down completley.
Here, one example I caught on stream (Caution Volume):
https://www.twitch.tv/itslatch/clip/BumblingTriangularWaspYouDontSay?filter=clips&range=7d&sort=time |
And that would force OKW to build in base and UKF not use emplacements.
Im not saying even MORE damage im saying in the hypothetical change, it can't 1HK squads but has bonus damage VS structures, aka, the same/slightly less damage than it does now. |
Ok we are making some progress now.
The reason arty exist in the game is so prevent defensive turtleing game. So what exactly would you propose to counter that king of static game-play?
Bonus damage vs structures.
Mortars require you to get a lot closer than a howitzer and they only 1hk if a squad is low on health, too many times I have had a full health squad moving into battle for it to only be wiped out by a stray arty shot.
They fire very fast too which adds to the problems when vet gets involved, removing 1hk on full health squads would be a start IMO then adjust from there. |
In your opinion is Lefh only broken or is the ML20 similarly broken?
In your opinion what are the differences between ML20 and LeFH?
All arty is broken due to the sheer amount of damage it does when it hits with no immediate risk and counters requiring a specific doctrine or luck.
Make enemy retreat, arty base. It only takes the first shot to hit where the group point is and its a dead squad.
Relic seem to say one thing but do a complete opposite, they dont want cheese 1HK so remove mine killing squads, kill Demos, slow down the AVRE shoot timer, make the Sturmtiger need to actually see the units, lower KT's wipig potential but keep arty the same BS that it is. |
Yea.. i'll just ask what my fellow comrade DonnieChan would ask now.. Playercard please?
( https://www.coh2.org/ladders/playercard/viewBoard/0/steamid/76561198121057184 )
And of course there's certain risks with taking it out without drops. But just bring a sapper with you then, clear the path from mines. Sounds Stupid to you? Maybe you lack the skill to pull of maneuvers like this, because you don't have any idea about when it's the right timing for that to do?
You don't move Priests and Sexton into Danger, because you use them from behind your lines.
As we can see on your playercard, you have never played Teamgames as OKW or Ostheer. Maybe you should, to see how OP and Broken Sextons and Priests are then, because those doctrines also have a OffMapDrop in addition, obliterating OKW trucks with one Barrage and the offmap drop. Ostheer weapon Teams get wiped on regular Basis, because the shots come way faster than from a LefH.
The Damage of Priests for example is that high, that and elefant or JT take like 25-35% of health damage.
In 3v3 and 4v4, your LefH18 most likely get's killed after 2 barrages from an OffMapDrop. If not, there's still the other way. And if you can't pull it off, you get punished for your decision not to take a drop with you or choose the doctrine, and uhm.. that's how it should be. Deal with it.
So please keep your mouth quiet, if you don't really have any comparison. Call me stupid, call me a stubborn fuckhead, whatever.
All i can say is, that this is a l2p issue with you, once again.
We can continue this, or you just accept the fact, that you are biased in your opinion, and your conclusions have no real solid background.
Have a nice day and git good
You missed the part where I stated that the thread is about the damage it does, not about what faction I play. I dont need to play as OKW or OST to understand that a arty shell salvo is far too devastating and frequent or one that requires me to HAVE to go a specific doctrine JUST to counter that 1 doctrinal ability that they use.
"You don't move Priests and Sexton into Danger, because you use them from behind your lines."
Yeah, if you are using it to defend a point you already own, using them to attack a structure however, not true.
" But just bring a sapper with you then, clear the path from mines. Sounds Stupid to you? Maybe you lack the skill to pull of maneuvers like this, because you don't have any idea about when it's the right timing for that to do?"
Funny you should say that, this was an argument for demo charges, see where I am going with that?
So, rather than this boring back and forth with situations that are all hypothetical and hyperbole, do you think its OK for an ability to one shot multiple squads frequently (10 shots every 40 seconds), inside the FOW, with the ability to build several of them, requiring a hard counter to stop it and if you dont have the right commander even in your load out, it being GG? |
You could just drive up with a cromwell and shoot it dead.
I rather have hummel than the LefH if i'm Honest.
If i see someone having Fortifications, wait for the doctrine choice.
Cost Factor, yeah something that can't move and therefore is easy to kill, should not cost 115 or 90 Fuel like Priest and Sexton.
Also you can move up, fire, and retreat with a shift que.
These types of comments are just stupid, I can also go up to it with an AEC and kill it too! and?
Well you can't can you, Schwer, mines, fausts, raks, tanks, shrecks all stand it your way.
Yes I know you can shift move but the vehicle still has to move into range, shoot and reverse, which was my point, you have to put mobile ones in danger to fire them.
It's not easy to kill though is it. Isolated and alone with no interuptions, its easy, but demos were the same, easy to kill (If you completely forget everything else about them) yet they get a nerf.
But again, no matter how easy to kill it is, or how easy to counter it is, the issue is, its OP. Its damage is incredibly high and its scatter isnt that bad even in FOW at range. Why do you think its so prominent in team games? |