If you make the sniper a unit that can only kill models under 75% life and adjust its cost around 300mp, it is not going to be spammable and abused.
We all love RNG, how about making the Snipers RNG based?
25% chance to kill, 50% chance to half health, 25% chance to miss entirely at Vet 0?
Obviously the percentages shift as the Snipers gain veterancy. No BS ROF buffs as the unit Vets up and the OST / UKF Snipers can still have more health and armor than the 2-man Soviet team. And in the late game, at say Vet 3, 50% chance to kill, 40% chance to half health, 10% chance to miss entirely, the immortal Sniper at least won't totally dictate the pace of the game and infantry combat. |
Did you see the ESL final today where Price built 3 OST Snipers that did nothing against Spacehamster as USF?
The M20 + M5 Quad AA Halftrack seems to negate Snipers entirely. Alternatively you could go w/ M20 + the LT Halftrack. Or build the M8 Greyhound from Recon or multiple WC51 from Mechanized.
While I think the OST Sniper needs a ROF nerf and that "whack a mole" as you put it isn't really great for gameplay, I think you're exaggerating USF helplessness against the Sniper a bit. DevM says it in his USF w/o tears guide that you need to shift from the usual USF infantry heavy play to an army that relies hugely on light vehicles. Multiple vehicles from LT + Captain and/or call-ins (M5 Quad, M8 Greyhound, WC51) seems like a given.
Granted killing the guy late in the game is a lot harder. |
If you nerf the Calliope, you need to nerf the PanzerWerfer. That's really all that needs to be said.
Once again we have a powerful and arguably overperforming Allied unit in the game for 2v2+. Similar to the British at launch.
If we get enough complaints on the forums, then perhaps Calliope will be nerfed to hell like UKF and we can get the Axis win rate back up to 80%+ in 3v3 and 4v4 where it belongs while never seeing the unit in 1v1 again. |
OKW heavy vehicle abuse disheartening new/average players
The Panther is not as shocking and game breaking as the King Tiger, which is available 15 minutes in game and is supported by Vet 5 Volks. It frequently one shots allied units, is almost impossible to penetrate from the front, two shots USF tank destroyers, and it takes 15 and some times 20 (USF AT) AT shots to die.
This definitely shouldn't be the case with a "heavy" vehicles. While no Allied faction has a counter aside from the tank destroyers, which shouldn't be so in competitive RTS, no faction can actually afford said tank destroyers and it is ALWAYS a bad investment; low health and no AI.
It is so over performing that most players have just abandoned the Jagdpanzer and build a Panzer IV and wait for the King Tiger.
Please reduce the health and give it a defined role, AI or AT. |
Just my thoughts of maybe something that could help ostheer early to mid game.. i honestly think grens kind of bleed pretty hard early game do to alot the times 1 man goes down very easily while treing to make it too cover, and at 30mp reinforce costs it really keeps pushing you off the field and keeping you off in outnumbered engaments. I also just thought of why not adding a puma at 80 fuel to teir 2 to help deal with usf early vehicle rushes.. it would give ostheer a reliable moveable at so that you don't have ur big heavy pak the jump to tier 3 is just a big cost especially during the early game allied pushes
I also thought of maybe buffing the pio mp40 a tad to make them more compact affective giving ostheer a chance in close quarter maps and also it could hopefully apply to assault grens
Aren't you basically asking to turn OST into OKW? Give them a Puma and make Pios more like Sturms?
T0 MG42, T1 Mortar & Sniper level the playing field against Rifles.
I agree it's tough and requires some sweat to knock out a 4-5 minute M20 as Ostheer, but USF has to go through the same nonsense 15 minutes later against the OST Panther.
Unless we are really striving to have mirror matches, I don't think OST needs an early / mid-game buff. Not with the Panthers and Werfers and Tigers looming later in the match. |
Fast unpack and pack time is balanced out by the narrow arc of fire, so giving it the death loop on retreat aswell is pretty hilarious. Something could be tweaked surely.
I agree the .50 cal needs some significant tweaking.
You've got a 4-man MG team that is almost always wiped by one Gren Rifle nade, this issue w/ pick up on retreat, and the thing costs 280 MP.
Would anyone take the 280 MP, 4-man .50 cal over the 240 MP, 6-man Maxim, or 4-man, 260 MP MG42? |
I don't think the Walking Stuka is OP, but I wonder why it's part of OKW's stock army instead of being commander specific like the Calliope.
Then again, I wonder that about a lot of OKW's units, chiefly the Panther on top of Jagdpanzer and Panzer IV. |
More DLC? You're wallet must be loaded bud.
This summer, the game will have been out for 3 years. Owning all the factions and having bought the game at release + a handful of premium commanders and skins, I think I've spent less than $100 on COH 2 over that time frame. Maybe a little more.
$100 over 3 years. Hundreds of hours of gameplay.
Somehow my wallet (and probably his) are able to swing that.
With that said, I'd like to see them finally do something with Warspoils this year. Seems like forever ago we had the in-game survey about Warspoils and then nothing ever happened or changed. I also want them to seriously look at team game balance since it's obviously gone to shit since OKW revamp. |
Maybe others player have to improve before being affected by "imbalance" ? you can replace imbalance in everythread ( in this patch ) by "he outplayed me but i like to whine and blame the world", it works grealty
Including this thread, presumably? |
Can you upload the replay? This sounds somewhat unique.
Did you have no off-map that could clear them out? |