Thx for the replay. I'll be watching it!
I've been playing live, and I've been around to see the vet rifle flamer meta. Structurally, a flamer does not belong on a durable squad, ever, or you create a recipe for a balance clusterfuck. Just consider the current meta where you have penal blobs with flamers dominating every urban map at will.
You know that this is a replay about WBP 1.3, and that Flamer penals in WBP are very much different from live-version Penals, right?
|
It is ok, if under "this patch cycle" you mean 1.4. But if you mean WBP at all, so...it is sad.
WBP in general. I'm sorry
On the flipside, we can still add the non-icon related fixes, as we go.
|
We've talked to Relic.
Unfortunately we won't be adding any icons during this patch cycle. There's a crapload of changes that Relic needs to implement for the bugfixes etc, and they don't want to make the process any more complicated than it already is.
However, this doesn't mean we won't be adding this in the next patch version. Thus, if you keep all of this together, it will be easier for us to locate the icons.
PS: Cheers for the icons!
|
I don´t think this one alone is best solution. You simply hide 170MP engineer behind VP for some time and you still have almost guaranteed wipe if he doesn´t came with sweepers.
Also you almost always leave commandos hidden near demo to kill any1 who survives explosion.
It may be intersting idea, but it will only make demos harder to use, it won´t solve problem. demos will still wipe lone squads
It depends on the distance to the demo charge.
You don't require sweepers to spot either. You can detect them with one of the multiple detector abilities, or use recon. That definitely adds more counterplay rather than "lol, you failed to blob everything with a sweeper; time to die!"
Spreading your forces makes it more likely that you will discover the hidden engineer squad before you expose yourself to danger.
|
Regarding demos, Highfiveee came up with a decent solution. But still I am more in favor of leaving them as they are, aside from a minor cost adjustment.
*whoosh*
Could you reiterate that solution to demos? It doesn't hurt having more ideas about this one thing.
Demo should only be able to detonate when a engineer is at "insert number" meter of the demo !
While this sounds like an excellent idea, I am not 100% sure this is implementable.
|
Do you know how much glider borne commados cost ? 540 MP. Glider is almost useless because all it does is reinforce. You cannot retreat to it nor repair it.
And only difference between glider borne and infiltration commados is 1 member and 110 MP cost.
And you trade cheese (infiltrating) for cheese (demo). If demo get fixed (only on buildings), strategic points like OKW booby trap, then demo won´t be such a problem anymore
It's the Vanguard glider that costs 540MP.
Commandos glider costs 500MP.
Inf commandos cost 440MP iirc'
Btw, note that UKF demo has worse radius than the other two demos (USF and Soviet one).
|
It is possible. I use it with katushkas to fire snd to move back right after.
That's a targeted, limited-duration ability though. KV-2 setup etc are toggle abilities ;<
.. though that now gives me an idea.
|
Another option is to give demo charges a randomized explosion. That is to say, triggering the demo spawns (say) 4-5 explosion sources within the same 8-yard radius.
The goal of this change is that you can no longer predict whether triggering the demo will wipe a squad that's standing right on top of it, yet the demo charge will cause massive casualties to an enemy blob.
Something needs to be done with Demos at somepoint.
|
BARs are like STGs. This means that it's not a weapon you can A-move your way to victory; though they are pretty good.
Do note that USF needs something that they can do better than the other factions in the late-game; especially now that we have lowered their early-game potency.
Brens are LMGs, true. However, not all LMGs are created equal, and the carrier also matters.
Brens on Tommies (cover penalties/Vet3 "Bonus"/no AT utility) are the least cost-efficient LMG in the game. We've already put a comparison up for you here:
https://www.coh2.org/topic/57858/relic-winter-balance-preview-v1-1-update/post/579117
|
Bars are not LMGs; they are like STGs, and PGrens/Stormtroopers get 4 of them. So, nope. Nevertheless, we have already nerfed the veterancy bonuses of Riflemen on WBP.
We have already limited Sappers from picking up 2 Bren guns.
Limiting Tommies from picking up Brens requires other types of changes to compensate for the complete lack of utility. Those changes have been deemed out-of-scope. So, not yet.
|