Yes It does suck when only one man got caught but the whole squad has to get suppressed, otherwise, It would result in too bizarre things to happen. If only there are 2 formations we could set in our squads in. One is the wide, which is current with the recent patches, preventing mortars wiping out or ridiculous model drops by missed shots. The second one is tight, which could be good for flanking around MG range or sneaking squads from true sight.
Would 2 formations cause too much micro? THB I don't think It won't cause too much hassle; you would only use this for rare moments but of course, I can't speak for everyone. |
another day another 'buff usf moar' post by LoopDloop |
As an idea, It looks interesting but I don't think It's ever going to work in CoH. CoH is already deep strategy game we may not like It (with good reasons) but CoHs engine allows very complex situations. COH2 tried cold tech, and It showed how overburdening players is not a fun idea. For singleplayer focus games, It's very much doable. With morale systems calculating nearby casualties, will only put more distance to the main purpose of the game: A multiplayer RTS game.
As I always say CoH design heavily depends on map makers skill. Making CoH map is very hard thing to do, unlike other rts games. The person should be at least play well but knows pretty much most of the things about CoH. He/She have to consider everything, blobing, brit cancer, Allies room to flank, Axis room to breathe, choke points, tank vision blockers, etc..
What I'm trying to say is maps have more influence over most of the things happening in CoH series but maybe few rules changing in CoH2 (such as MAX POP CAP all time) could be leading people to do more blob, unknowingly. |
Yea they updated for upcoming mod but It appears all other mods have to update now too |
Making the FF values same for both sides could trigger so many allies fanatics but it is still needed. About the intentional throwers, maybe there could be the system like Counter Strike could put to use. After a certain amount of friendly damage or kills, you get kicked out of the game and got 1 to 7 day auto ban. |
wow clearly I didn't know about that minimap. Going to try that sometime.
...but I don't understand how people say It's manpower sink. They are pretty good. They can counter obersoldaten or fallshims IF you use them correctly. Both units are absolutely doing their job fantastically IF you use them correctly and their cost isn't high at all. People trying to replace them as front line army idk?
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While I do think airborne needs few buffs or adjustments, I don't think the problem is the Paratrooper or Pathfinder units. They are quite powerful in scope they suppose to do and they come into play balanced time AND their starting weapons or upgrade costs are fair.
I think the lackluster side of the airborne is the beacon is not fun to play around.
Firstly, The description says "It improves paratrooper units accuracy" but there is no indication of that are they getting any buffs! (QOL) Do I have to check the beacon radius every time? Or does it even work properly?
Second, the description continues by "Paratrooper units can respawn" but dropped MG or AT, crewed by paratrooper unit isn't respawning with the beacon. Only main paratrooper unit can able the respawn which is total lackluster in my opinion! ALL team weapons which crewed by paratrooper should able to use beacon too.
Lastly, combining first and second point with this: IF beacon is working properly (giving increased aim to paratroopers) team weapons crewed with paratroopers should get this buff too.
If It up to me I could give few abilities to the Beacon too:
- Showing unit movement on minimap (could be useful If a Pathfinder able to sneak into behind enemy lines)
- Recharging paratroopers abilities faster.
Pathfinders could use flares! |
If only team weapons crewed with engineer/pioneer was able to repair the weapon when sitting in idle. It's very nice to crew them with more powerful units but It could ease up the endless task of engineers having. Taking some repair work from builder units could open up more barbed wiring work. |
How about to make upgrade for wehr halftrack so it becomes a repair halftrack but become more fragile and to activate repair mode it needs to stand still like USF ambulance.
That's a good unit idea but maybe a whole new faction should design like that. |
There's not much micro to be done with kubels. It's just move- enemy- stop- reverse when at low health, repair, repeat.
SeemsGood |