You don't have to tell me that. It's not about me as I haven't played in a low level match for quite some time. It's about new players who are going to stop playing before even going through placement matches. Elo hell is already pretty bad in coh2, no need to make it worse.
If it was possible I would be for changing it so that in 1v1 and 2v2 it was 100% and in 3v3 and 4v4 it was about 20% minimum and consitent among weapons of same type in all factions.
Aye that's how I would go about helping reduce the effects in bigger games too. It makes sense to at least have a bit of leniency there where you can't exactly tell whats going on most of the time.
It's only real plus is putting the command vehicle on it.
I know you only play against the AI but even then, you put the command vehicle ability on the cromwell? That's one way to get it killed, fast.
Just give it a slight armour buff, that's all it needs, it's AI is on par with the cromwell not to mention the nuke nade or the crew gunners at vet 1(?)... Don't forget to link back to steam forums and bitch about .org the next chance you get! Always enjoy reading those.
There are already players who leave games on purpouse, do nothing whole game intentionally or just try to blow up your HQ in team games. On high level what you propose changes nothing. But on lower level, whatever you do that is more than uniformisation, will just make game unplayable becouse of this.
I know its shit but most of the time when a teammate leaves, goes AFK or is just a dick, its GG anyway. They can still destroy your base if they felt like it and whilst the FF gives them more options to be a dick, it just means you were going to lose anyway so just leave... Sooner? Shit but, nothing can be done unless as hector says, Lelic implements a proper ban.
Friendly fire damage and damage against enemy units are completely different. As a general rule, tank guns have 50%, flamers 25%, explosive weapons mostly 0-10% damage with some notable exceptions like pwerfer (25%), walking stuka (50%), sturmtiger (100%). For example Brit base howitzer damage to friendlies is a whopping 2.5%, so a direct hit from a howitzer (160*0.025*4) deals as much damage to a full squad as a single hit from a kar98k (16*1).
Ha! How has that even been allowed to be a thing? Any idea if Airburst ups the FF damage at all or is that again, nothing?
The way to balance UKF Snare:
1- Nerf UKF cruiser tanks. Currently they are already too good. With snares they will be godlike
2- Definitely change PIATs from what they are in the live version, else RIP everything
3- Make it so that Bren gun upgrades are no longer a no-brainer (scoped Enfields should go regardless)
4- Make it so that Tommies don't come out so frontloaded. Given that upgrades (snare) now make Tommies useful, they could now stand to be more necessary. This will delay tank-tech
5- Remove engine damage from UKF sniper
6- Remove accuracy bonus from 6-pounder (no longer necessary if UKF can choose between snares/piats to cover it)
7- Rebalance Brit Things (Centaur vet1, Crocodile, Airlanding Officer, Artillery Cover)
1 In relation to their speed or damage/pen? Would even a price increase help there?
2 I assumed the WPB PIATS anyway
3 How so? STG's/BARS/LMG's are no brainers, what would make Brens less so? Bring them in line with the aforementioned? No problem with that.
4 What do you mean by frontloaded?
5 By all means, it's useless anyway as it comes far too late and doesn't engine damage heavier vehicles
6 That's a fair trade in my eyes
7 They all need fixing regardless, ALO charge is insane lol. Centaur needs some love along with vet 1 fix though, its just too slow to be useful 90% of the time!
Oh and erm @DonnieChan Deal, but give UKF a Black prince with the mirrored stats as the KT, just unlock anvil or hammer and call in a BP. Ill leave the rest alone as it's again, bad b8, i r8 0/8.
It's been a while so someone please inform me if the game has changed, but what happened to the .55 sniper? AKA the longest range/most surprising snare in the game?
The snipers ability was moved to vet 1 snare also does't snare tanks, only light vehicles, granted turret lock is nice but a snare is much better/useful.
They only get vehicles if they tech for it? What do you think axis have to do to get vehicles?
AEC average vs vehicles? It beats any light vehicle other than the puma, and if there is a puma, there is no threat to infintry.
And you do know the AEC can just sit outside of Faust range and bleed models right?
If Brits were to get snare on infintry sections, there would need to be massive nerfs to them and the faction. Remember what it took to give OKW snares?
Axis dont have to side tech thats the difference, build AEC lock out bofors the whole game, go mech or skip T2 as ost, build it whenever you want, THATS the difference.
That was a typo, I meant average against infantry.
Every other AI light vehicle can kite models so a snare is innefective, whats your point? At least you have the option to punish.
To give OKW snares they removed the shreck upgrade, you then got 2x STG's with no side tech AND a faust. They can still get Shrecks on engies, what did I propose you do in my idea? Did you even read it?
You are always welcome to build the best anti tank gun in game , if you feel the AEC is not good enough. And don't tell me your 6pounder gets circle strafed by the flak halftrack.
UKF doesn't need snare since they can blob piats harder now. But giving them snare would have been preferred, instead of introducing and promoting a new kind of 'superbazooka' blobbing meta.
PAK is still better than the 6pdr simply due to TWP. They do need a snare, TBH I'd be happy if they just reverted the snipers vet 1 back so it gets a snare. I have absolutely no idea why they placed this change on it, by the time you can get a sniper the 222 is out vs OST so you can't or at least struggle to vet it up for the ability. Against OKW its easier but the window is again, really short.
PIATS will make it easier for sure, will it remove the need for a snare? I doubt it, how do you punish something that overextends into late game other than a lucky mine?
There is a doctrine with bad tommies with snare(bugged one? ). Better pick that if you have problem versus light vehicles which get dunked by small arms fire.
Luchs can die to small arms fire? 222 Is about the only one that can (kuble too) and it's not very efficient
Why do they need a snare when they get the fastest vehicles (light and medium) in the game (maybe not the 222).
Plus they dont have to worry about crush.
They get the fastest Vehicles? They only get vehicles if they tech for it, even then fastest? If that's true it's hardly by far and with how average the AEC does Vs vehicles it's hardly a threat (When both axis have fausts)
EDIT: There should be a ? in the title, I forgot to add it and now it sounds like a statement
Relic made it clear that a lack of snare, or should I say, an expensive snare that comes at around 2 min, is a weakness to a faction. To alter relics own words and place them into a UKF perspective:
UKF are the only faction in the game to have no snares. This made them too vulnerable to vehicles, especially when compounded with their other inferior anti-tank options. The lack of unlocking snares compared to all other factions made them helpless versus early light vehicles such as the 222, Kubel, Halftrack and Luchs. This, additionally made the prospect of going for a bofors less viable.
The glaring difference here however is that UKF will now have access to homing PIATS, before the above rang true far more than it does now, but that doesn't mean a lack of a snare isn't a problem. So at risk of making a Tommie squad a 1 team AT and AA squad, how do you balance them out?
The way I see it is through several steps as follows:
#1: Unlocking grenades also unlocks the snare
This on its own however will result in the 1 man do everything squad if you then equip them with 1 bren and 1 PIAT, expensive, but without any vehicle/bofors side tech, doable, so how do you stop that?
#2(a): Unlocking the grenades unlocks the snare to be side teched instead of healing/pyrotechnics
Every faction needs healing and it's arguably slightly advantageous that Tommies can heal so easily out in the field (I wont say OP or the likes as other units do this too with vet). Locking out healing and unlocking snares will force the players into having at least 1 squad that can't snare with the majority being unable to stay out in the field fighting for a long time.
The only problem I see with this is that you will then no longer see pyrotechnics on Tommies, that is, unless like now where someone clicks on it by mistake... So my other suggestion is...
#2(b): Teching pyro gives snares (if nades are teched) but removes the sight increase that you currently gain.
This way we still get to see a firework show every now and again and the pyro side tech doesn't go unloved.
Lastly, we have a combination of both the above (either 2a or 2b) but with PIATS restricted to sappers only. This one is cheeky though as I never put PIATS on my Tommies so that doesn't affect me, but with the ability to snare, have a reduction in AI to grant a homing AT weapon AND a snare on my Tommies? That might change the way I look at that situation.
By teching nades to unlock (the change to again unlock) the snare you chose to delay weapon racks and with the muni sink that can go into snaring, even if racks are unlocked, limit the amount you can field. Going both weapon racks AND nades will near enough halt light vehicle play and result in a more passive approach to fighting early on. Kind of like... How UKF were supposed to be designed?
Those are just my 2 cents, they might sound good to me on paper but once tested might prove to make UKF Tommies too strong, who knows? That's why I created this post, to get opinions and find a perfect solution that might one day, just one day, see UKF with a snare.