It would certainly work better than the current design...and no, I havent read it, yet.
But everything would work better than the current US design |
Sturms
Kubel armor
Volks
6 minute Luchs
Ju87 Loiter
Flame HT
Command P4 (25% extra health LMAO)
OKW 4 minute FRP
Leig
Sturmtiger
Take your pick really.
This isn't even scraping the bottom half of the bullshit barrel.
Dont forget the 160 ammo, only audio warning, Stuka strike bomb, that covers quarter of an average map.
And the magic "u cant use vehicles" button, called Jagdtiger. |
CoH2 has far better faction design (of course counting all the expansions) solely for the reason of CoH1 totally fu cking up the Brit army. I would love to know who the hell thought that the LT aura as a form of veterancy for infantry is a good idea (and i would also love to think that they never got any other job, than cleaning toilets)
The fantastic desing of PE got messed up by blob-encouriging mechanic as well.
As for balance, both are messed up. CoH2 with magic "u cant use vehicles" buttons such as Jagdtiger, Brit and Wehr mortar nuking everything on the map even on the move, OKW dirt cheap volks, useles USF faction, Penals and Maxims performing as mainline infantry and so on...
CoH1 has tanks without a fuel cost, perma-cloaked sniper, ridiculous arty-fests and worst joke of all- the Stuh...and so on...
Where CoH1 really shines though, is the map design. Lorraine and Duclair are bloody legends, Point tu hoc is great as well, Wolfheze and Mcgehens war too, only the Rails and metal were far too much of an arty fest. CoH2 was a massive step backwards with map-design.
Sounds and voice acting are fantastic in both games, except that the radio voice are often tough to understand...
And last thing-doctrines from CoH1 abyolutely own the commander system of CoH2 |
So... anybody knows a good hacker who could gain access to Lelic servers and upload the patch into the game?
But seriously: Maybe they noticed that it would create another ridiculous bug (of the "combined arms" or "jet engine equipped Leig" proportions) so they for once decided to use a common sense and not implement it.
Of course thats just a speculation+ it doesnt change anything on the fact that they are bloody di%ckheads, since they were supposed to be actively making improvements until the summer of 2018 (a.k.a. five year plan) |
can you pls fix the faust bug, that 20-30% of all fausts goes to nirvana?
Yeah, that bug saves/ruines the day way too often. Also, AI aiming PZfaust at buildings |
Axis AT is amazing.
Allied AT is terrible.
But the problem stems from noobs not building AT in the first place. Especially in team games where people think zooks and piat spam will win the games.
I personally think the AT guns could use some MP reduction on the Allies side but that's about it.
The Brit AT isnt bad at all. Practicaly mirror of the PaK, minus the cheesy stun shot (which i cant believe is still in the game) |
Thread: Mortars21 Aug 2017, 09:41 AM
I think all mortars and light howitzers should get this easy redesign to fit them into the role they are intended for:
- Less damage vs "mobile" inf, meaning against volks, grens, rifles, sections, etc
- a BIT more damage vs support weapons: AT Guns, MGs, etc
- more damage vs buildings and units inside them
All of that can be done by either changing the stats and/or damage tables.
That's it.
Mortars should counter static gameplay and support troops, not wipe inf left and right.
Light Howitzers like LeIG and PaK howie should deal more damage to buildings than other mortars but less to inf as they have a huge range and are meant to harass OKW buildings and UKF sim cities.
Every other change will bring up way more problems IMO.
+1
That would fix the problem. |
Thread: ISG20 Aug 2017, 20:31 PM
Lmao give okw a sniper too you know one with body armor because they lack that
But that is exactly what the current LEIG is |
Thread: Poltawa19 Aug 2017, 15:09 PM
Well, bug spotted, some of the points (or maybe haystacks around them) provide line of sight
Other than that, this map looks very promising, quite wide to prevent frontline-forming, a decent amount of sight blockers to allow some CQB and bases are close to the combat zones. Also, lots of no/red cover wont hurt either (if you´re not a blobber) |
Yeah, I´m not sure which buffs would help though, since the factions weakness is the core desing
That army is based on: Mainline infantry (over)reliance, flanking, aggresivity, and later on picking sh%it off from safe distance. First three are, given the map desinges, utterly impossible and the last works only until axis gets tank destroyers |