yeah..or make it much more expansiver...i mean..it cost only 400mp..has huge surviabailty, the biggest range from all mortars, has double mortar...need no micro and is mostly unkillable if well defense (and if killed..u need a huge army and much micro...or big luck)
i mean..u can´t get even 2 ost mortars for this price..which are fragile and have not nearly the same range..
look how awefull this sim city cancer is:
https://www.youtube.com/watch?v=yO6wQzOTSQg
even helping hns struggle hard vs bad enemy which need no micro and skill..
Well im not gonna say emplacements arent annoying but its not that they are incredibly overpowered. They are easily countered by a smart player with plentitude of way such as mortar spam, isg spam, flame ht rush, mobire mortar incediary barrage, incediary nades, p4 rush, stuka bombing strike etc. I never have problems with simcity unless its supported with a specific doctrine like cancer commander, royal engineers, artillery. THen its a bit of a problem because you either cant destroy the emplacements because of the selfrepair or increased durability or counter artillery.
Dont forget emplacements are immobile and brits have problem with dealing with vehicles. So knowing that either use artillery or vehicles to counter them. Most of the time if you rush p4s you can sneak up on the emplacements and get rid of them. Emplacements cost a lot so it will slow them down in teching as long as you dont get drained. |
You can find the scope hidden in the "patchnotes" from Relic in early on the offical Forum.
This patch is/ was for:
Aka Teamgame focused aka arty and TD as main Focus (and Call in meta)
Maybe the scope will change but this is in the stars...
I wanted something more specific, like a list of all abilities and units. Maybe next time it would be great to post the scope before proposed changes so everyone can present ideas. |
Yes Luchs is out of scope.
Same to panzerfüssis or cons atm.
And did you played already USA vs OKW in FBP?
USA doing super great vs OKW now.
Do this:
4 Rifles into captain tech and 4 bars. And the game is yours vs okw^^
Is there a topic that explains comprehensively what is the current scope? Did I miss it or could you post like the general directions so we can post our ideas? |
Why the hate against the LeFH's counter barrage?
That feature is absolutely amazing, Everytime I have a LeFH reaching vet 1 in team games, I usually activate the ability.
Yeah basically thats the reason why ^^ |
how does a rank 350+ know what is balanced ? o.O
i have been asking for month now, but this part of the forum should really be locked to rank 50 or less.
I totally agree, Id rather see this part of the forum restricted to people who not only are high ranked but are highly ranked with all factions not just one. I believe every persons opinion is valuable as long as its supported by experience in the field. Someone who isnt able to reach high ranked or someone who only plays one faction either doesnt know what would be balanced or wants the game to be in favor of the faction he plays. Even if this means I myself would lose access to the balance forum its ok with me. I agree to that because I want quality game more than expressing my own opinion. Also it wouldnt be restricting at all because everyone could get access based on his high and versatile ladder position. There are so many modes that literally everyone would get access if that person ever wanted that. People who have 4k games with okw and 100 games with other factions combined shouldnt be allowed to talk in balance forum because clearly they have no idea what balance would look like. |
Oh yes i forget, the "light" Gammon bomb has a fuse time of 0.8 seconds (great when you know the average human reaction time is 1 second)
Bundle nade has 1.2 seconds fuse time.
Because brits...
The average reaction time for humans is 0.25 seconds to a visual stimulus, 0.17 for an audio stimulus, and 0.15 seconds for a touch stimulus. |
Hehe, I was about to post some similar idea myself.
Certainly agree, right now, they are in an incredebily stupid spot, when they either provide an amazing base rape, or nothing.
I myself dont actually like the idea of baseraping someone with artillery, because that would clearly make life miserable for us all. But making stationary artillery more effective vs infantry through shorter and often barrages seems to me like an interesting option. |
Stationary artillery applies to soviet ml-20 and axis leifh. The problem with stationary artillery isnt so much the price although I am thankful for the upcoming changes but its barrage cooldown. 8 shots makes it really great at destroying buildings but other than brit emplacements and okw trucks there arent as many viable targets for the artillery. I have an idea how to make it more viable without making it op.
Make it barrage with 4-5 shots instead of 8 and lower its cooldown to keep its overall dps. This would make it less effective vs emplacements or buildings (granted). Although brit emplacements are having its brace time reduced. But it would make stationary artillery more viable vs infantry. Often first artillery shell will miss and then the enemy will reposition so rest of the shells will hit the ground.
Also I think it would be best to change vet 1 abilities both for foir leifh and ml-20. Because ml-20 ability basically makes it shoot 2 more rounds which is effective only against okw trucks becaue everything else will just move away. And leifh becomes hard counter to any other artillery on the map which is basically a noob ability requiring no micro.
My propositions are:
- anti infantry shells more effective vs infantry less vs tanks and buildings
- bunker buster shells more effective vs buildings less vs other targets
- barrage in line
- artillery targets visible units in an area for a set period of time
My reasoning is that the more micro a unit requires the higher the skill cap is and better the balance is. I dont want stationary artillery to be less effective vs cancer emplacements or trucks so please take that into consideration.
Please remember to vote! Thank you.
Share your ideas and opinions please. |
Thread: Mortars16 Aug 2017, 21:11 PM
Bzzzzt... Wrong. The correct answer as to what I play most is Soviets and British.
If the Ostheer can have powerful indirect fire then so can I. THAT is my logic.
Granted, Soviet Mortars leave something to be desired in their rate of fire but I do get good shots in every once in a while. Not to mention that the Soviet 82mm Mortar isn't the only one they have. There's the 120mm Mortar too. If the 82mm were buffed, what would we have to do to the 120mm to keep it superior? Wouldn't Ostheer Players cry foul? Wouldn't it render Howitzer's obsolete? So much to consider.
Plus I would refrain from calling for nerfs on the Ostheer Mortar. Doing that will backfire and every mortar will be nerfed soon after. Considering the path the game has been going on of making things become standardised, I fear that's exactly what will happen.
Never compare doctrinal units to non doctrinal. Doctrinal units are supposed to be good at what they do. That doesnt mean that non doctrinal units should be terrible to balance it. Ost has mobile mortar ht which is even better than the standard non doc mortar. Mortars autofire for all factions should be less effective to prevent retarded players to rise in ranks. This game should be all about skill cap, not handicap. Brits and axis basically promote retards. Mortars should have solid barrage because it actually needs some micro other than that mortars should be slightly helpful. If something doesnt need micro it should be nerfed. |
Thread: Mortars16 Aug 2017, 19:36 PM
This again?
As for Ostheer, no complaints. It works as intended and certainly is a prime target for my forces. The game would be boring if I had nothing to fear.
Gee... I wonder, which faction does this guy mostly play, oh yeah ost ^^ that figures. "I have my laser guided mortar autofire, dont nerf you noobs it will ruin my gameplay, I always make two mortars because I love to watch them shred the enemy effortlessly" |