1. Going LT tier usually warrants a fast M20. The shock value alone can outright end games if played right. It has mines, smoke and even a zook(probably be removed) for anti-light vehicle duty. The M20's far overshadows the HT and even with M20 nerfs, it will still be the meta pick for LT tier.
What you have identified here is not an issue with the AAHT; it's an issue with the M20.
The team has already identified this problem, and that's why we proposed the M20 changes that we proposed. Unfortunately, those changes are reverted, and I guess that this will require another patch to convince the powers that be to include those changes.
2. The problems of the unit itself. Not only it's hard enough to even micro the damn HT, pathfinding will absolutely screw players over because of the driving capabilities of a retarded seal. The main gun can NOT penetrate 100% the Luchs and the new 222 will demolish the HT that costs twice as much as the 222.
You can always deter a Luchs with AT grenades when that happens. Regarding the 222, it's the other way around, though:
- M15 lost none of its efficacy vs the 222
- The 222 is significantly more expensive now
- The 222 deals a bit less damage with the autocannon at close
If you have issues vs the 222, just hit the handbrake. The M15 will not fire its AP rounds while it is moving.
The M15 is:
- Mobile (thus, annoying to kill, especially with AT guns)
- Excellent vs infantry
- Excellent vs half-track vehicles (Not counting Luchs/Puma)
Given its status as a shock unit, we don't think we should expand the repertoire of the M15 any further. At least, not at this point. If the M15 becomes a beast vs vehicles, what is there to prevent USF going M20 into M15 and dominating everything?
Make no mistake, the Lieutenant tier is a lot stronger now, as a whole.
LoL's thing wants to emulate a 15% crit chance. That crit chance doesn't matter who you are targetting (i.e., regardless of whether what you are targetting is an m20 or a king tiger). In CoH2 the chance of success depends on who's firing the shot, and who's taking the shot.
LoL is a game about controlling 1 single unit. Of course you are paying attention to whatever that unit does, because otherwise you'd get bored. In CoH2 you are controlling X units. You don't have the luxury to count every single shot.
Porting LoL's algorithm to CoH2 will make it so stupidly abusable.
Each weapon has their separate accuracy modifiers vs suppressed/pinned units. Most weapons I've seen have -50% accuracy vs suppressed units and -90% accuracy vs pinned units, which is why pinned/suppressed squads seem more durable. The exact multiplier is particular to each weapon, and I sure hope that all weapons use the same modifiers.
Then, something along the lines of what ZombiFrancis described happens, and squads that have been "forgotten" in a pinned state for too long become easier to hit again. This multiplier is particular to each squad, and I sure hope that this modifier is equal for all squads.
Personally, I'd like to see the Raketenwerfer bug fixed where it's prioritize vehicles doesn't work while it is garrisoned. It's pretty bad that the one "perk" to compensate it's squishy nature is completely negated by the fact that the crew goes rogue and fires at everything giving away its position.
I don't know how to fix Raketenwerfer prio vehicles in buildings. However, you can still force them to attack vehicles only regardless:
- Make sure prioritise vehicles was on when you entered the building
- Use force-facing (A + click)
With prio vehicles on and force-facing, the raketten will not attack non-vehicle targets
We're also a bit out of ideas about what to try for the panzerfaust bug
The new retreat radius for the USF base is pretty buggy, causes much more problems than it fixed. I had retreating squads get stuck on other squads constantly in base, requiring me to move them so they could finish their retreat. Seem to get body blocked less than a unit away from the end without pathing around them.
Also had some vehicle crews not auto repairing their vehicle when exiting, even when they not in combat.
Thx for the feedback.
Regarding retreat point decongestion:
- This looks really dire
- The easy fix here is revert retreat point decongestion change for USF. Their retreats were OK, regardless, no reason to mess around with that
However, my question to you, and anybody else playing the WBP:
- Have you witnessed a similar type of behaviour for the other factions?
- Up until v1.6 we had only messed with OKW's vanilla retreat point
- With v1.7 we messed with everyone else's retreat points too
Please post any pictures/replays of crappy retreat behaviour so that we can try to address this in time D:
Regarding vehicle crew repairs:
- We haven't touched vehicle crews or their abilities. Thus, theoretically there should be no reason why they would behave like that
- I've also, very rarely, seen this happen in live matches. however, matches of the type where you have 7 shermans and one of them fails once in 10 games
A probable reason for this is that the vehicle crew auto-heal script is almost identical to the USF/UKF medic auto-heal script. Unfortunately, that script bugs sometimes, and I've no idea how to fix it (last time I tried to fix it, we introduced a game-freeze in WBP).
Now, the fact that we haven't touched it doesn't mean that we may not have affected this somehow. Thus, the next time you see this happening, please post the replay D:
During the KOTH Tournament yesterday people were saying that the Puma could no longer use aimed shot to kill infantry however i've verified twice now that the puma did in fact use that ability to kill infantry models on two occassions.
As someone told me this was not supposed to happen I thought i'd make you aware in case it's bugged and performing adversely
Thx for the heads up.
Almost all Puma changes have been reverted. This includes the aimed shot restriction. As such, it is intended that Puma remain able to target infantry with that ability (and kill them regardless of retreating status).
Hence, the Puma cannon is just as good at killing infantry as before, which is almost as good as those AEC shots yesterday >.>
The only change that did go through for the Pumas is that the OST Puma TWP ability no longer stuns.
That is such amazing analysis on why making three units irrelevant by giving all their weapons to a fourth one is not great for balance or unit usage. You must have spent months on that stellar effort.
Can you enumerate those 3 units and explain how you used Penals in WBP in a way that makes those other 3 units feel irrelevant?
OK I think I know what the problem is. When you tell commandos to attack something while they are moving (without issuing stop command first) they spin around and then begin attacking, even if the target is right in front of them. Is this a bug? Also, can someone confirm it? I will be watching for it with my next few games.
Commando/Sapper AI is screwy. That has probably been fixed in WBP.
The patch has bloated to monstrous proportions due to the bug-fixes/qol-changes, thus we don't want to throw new stuff in, unless it's absolutely important.
Basically if a bug makes an ability/unit underpowered/useless and resolving it is simple (1 change in 1 file), we will add this in WBP. An example of that could be "Hold the Line". Yes, the Special Weapons Regiment ability that never works.
If a particular bug is affecting an already overpowered unit which is out of scope, we won't be adding it in. An example of that would be British tank hull MGs having a narrower arc than other tanks (Does Comet really need any more help at killing infantry?).
If a bugfix has to do with game's visuals/UI etc, we won't be adding any more in for WBP. However, you are very strongly encouraged to contribute to this thread, so that we can go through the entire list next patch, with one go: https://www.coh2.org/topic/57860/some-qol-suggestions/page/8#post_id589035
Basically, for us to add a bugfix, that thing has to be super-important. This is because the WBP is nearing its end, and there will be very little time to playtest those bugfixes.