This and many other AT gun issues would be solved if AT guns worked like they do in Dawn of War II: each shot snares the enemy armor temporarily (shorter than Panzerfaust snare).
As long as tanks can hard counter their own hard counter, there's generally very little reason to use AT guns, let alone the OKW AT gun that should be able to ambush, snare, and thus truly threaten enemy armor at closer ranges than other AT guns but at the cost of lower damage per shot (which is already present, if I'm not mistaken, or at least present in the form of worse accuracy and performance in general).
Hmm, thats a very good idea, unfortunately its kinda late to implement something like this, now.
Certainly something to be included in CoH3 wishlists, though |
I think they should have some sort of normal AT gun as well.
Important think: BOTH should be in the core army, one in the starting HQ, one in the medical HQ
PLS, dont even think about locking raketten behind a doctrine |
Well you have the healing upgrade there+ you might use it as a forward (NOT retreat) but reinforcement point+ the IR halftrack will always be supergood- legit maphack for 200MP and 5 fuel- and unless they nerfed Leigs accuracy it will probably be very cost effective to pick off single models...
Although I kinda agree, mechanised is now always way better, it gives a light vehicle with the best AI dps in the game, a 70 fuel light vehicle that paired up with a rakketen counters 120 fuel costing medium tanks, cost effective repairs upgrade and a support weapons&buildings erasing machine.
It used to be a (not) very well designed decision between:
An ammo free healing, guarentee of a constant map presence with FRP, possibility of a micro-free marksman support all across the map (I reccomend everyone to think of Leigs as a sniper team and not an indirect fire tool) and a cheap legit maphack, all of that being super vulnerable to indirect fire and well timed rushes.
Or the best infantry killing vehicle that also happens to be the earliest one to arrive and the one with biggest survivalability (this makes a huge problem for Brits to this day as it locks them into either an unreliable vehicle that becomes useless after killing the luchs (assuming it ever does) or a doctrine where the counter is still very likely to be locked behind CP when the luchs arrives). That potentially accompanied by a not exactly reliable, but very cost effective light tank hunter with great survivalability and an indirect fire tool that horribly sucks at what it is intended to do (that being countering blobs in combat) and absolutely rules at what no indirect fires should ever be used for (that being raping support weapons, and buildings before giving them any chance to move away)
,all of that being vulnerable to slow, stable, careful, methodical and defensive play+ a bit of an ammo drain for healing.
Right now, FRPs on OKW and Brits are practically out of the way, so... |
Hmm, imagine the current USF mortar with the range of the Soviet one and slowly travelling projectile and a slight damage bonus against weapon teams. That should be a golden standart for light indirect.
Instead we have plenty of monsters that require zero micro to precisely snipe squads from across the map and on top of that are consistently able to hit quickly moving squads.
Though nerfs of indirect fire might promote camping |
I think that it is comin up in December.
But no guarantee on that...
16th of December would be cool, as a sort of an anniversary |
Debuff is actually an interesting gameplay mechanic, but it definitely should be canceled by retreat (just as deep snow effects) |
A nice arty fest might mess them up real good. A Soviet howitzer picks off their buildings while collateraling the eleven types of sh@t outta their infantry. As brits, double land matress can be nasty as well. And dont play as USF.
But otherwise, if they are equally good, you have no chance... |
Hector no necro pls 
It would only be necro if the thread would not be relevant anymore... |
I think there should be a limitation of artillery units per player. Like 2 rocket artillery units (katty, stuka, mattress, calliOP, werfer) of the same kind, similar to heavies limitations.
Static Howitzer can remain as is, they are easily countered by offmaps.
Yeah, that would be good solution.
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Well, OST has nondoc flamethrowers, sniper with ridiculuosly fast rate of fire, the best MG and rifle grenades (+some cool doctrines)
Thats about all of their their advantages. |