Garbage game. Garbage player. Both in skill and manners. |
Snipers were so bad in COH1, had so few counters compared to COH2, and only one faction had really easy immediate access to it, counter-sniping had an absurd element of RNG, that I'm honestly fine with how they are in COH2 - maybe that's just because of the trauma from COH1 snipers, since basically anything would be an improvement from them. |
The rifle grenade explodes on impact because it takes longer to fire, flies much slower through the air, has a much smaller AOE, and has a minimum range when compared to a "regular" grenade. If you're reacting to the orange timer on a grenade it is already too late.
The only issue is the bugged grenade callouts.
The travel distance speed (which isn't much slower, by the way, it just seems that way because it's going a longer distance) is absolutely minimal in this kind of situation and the AOE is negated by squad clumping. Back in the day when squads spaced out in a weird way I'd have no problem saying the rifle grenade is pretty shit, but fact is the game has evolved and made the rifle grenade way too potent as a result.
Also the firing time is also quite buggy and can be delayed or go off quite quickly. |
The rifle grenade is stupid as hell and I really wish people would stop using the 4 man squad it's attached to as an excuse for it being the way it is. As a quick aside, smaller squad sizes have advantages of their own over larger ones in that they bleed less, they have more firepower concentrated in single models (grens and infantry sections in buildings will always be better than something like cons because they can make better use of a smaller number of windows, i.e. grens firing out of a 3-window building (by far the most common kind) will do more DPS than cons) and they don't have as many morons standing out of cover.
Because of the rifle grenades range, flanking is much easier as you don't have to close a large distance and and risk taking as much fire to use it. It also makes it far less conspicuous. If you see a rifleman or volk rushing up to your squad, you know it's probably going to use a grenade. It's not as obvious with the rifle grenade since such telegraphs are never given.
Furthermore, the kneeling animation is far less obvious than an overhanded throw animation that is present in standard grenades. Also, the rifle grenade explodes immediately on impact, whereas all other ballistic grenades have a big fat orange countdown that gives you even more time to react.
All of this is not even taking into account how often the warning que for rifle nades bugs out.
Simply put, this ability is way too good, especially as something that comes free with tech, and should be replaced with a regular grenade like everyone else or cost more, either via research investment or muni use.
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Jibber has been playing Brits lately so why else do you think they're getting buffed? There has always been a clear and pronounced bias in the balance team in regards to their favorite faction of the week. Last patch it was axis so now at least we're getting variation. |
No thanks, we provided feedback last preview mod and were completely ignored. Everyone was asking for Osttruppen nerfs for 3 weeks and after every preview mod there was nothing until the last second “nerf” when it was too late to make further changes and that nerf was a slap on the wrist for Osttruppen and a slap to the face for all of us.
I’m not gonna waste 10hrs of my life again testing these shitty changes at 1am games my time (cuz that’s when miragefla streams) in preview 2v2/1v1 games like I did 2 patches ago or giving Jibber 20+ preview mod 1v1s last patch so he can tell us months later that noone tested the mod. We deserve more respect than that.
Agreed, balance team is bottom of the shitcan garbo, especially in respect to community feedback. Would've rather had the game stop getting support when lelic's official team backed off because honestly the game has never been in a worst state and I say that without any hyperbole. |
-playing US in coh1 1v1 was much easier than Wehr, so that point doens't hold
-are you, by any chance, a 4v4 teamgame player?
First point I disagree with, as do many others. Earlier on in the game’s life cycle in may have been the case, but certainly not by the end.
And no, if you look at my post history, I think team games are garbage. However, I’m aware that the largest part of the player base partakes in team games and that’s where a lot of complaints about the disparity between axis and allies stem. |
When COH1 was no longer supported with updates, it left the game in a pretty bad state. Bugs like the infinite firing Staghound were a sign of sloppy programming, and the overall balance just indicated poor design. Yes, you could argue that the game, at least in a 1v1 setting, was balanced, but the elephant in the room that everyone seemed to try to ignore was that there was a pretty big skill gap between Americans and Wehrmacht (I won't be touching on the Opposing Fronts factions) where the units on their respective trees were balanced on paper, but in reality the American player had to be better overall than his Axis opponent.
I believe we are seeing a resurgence in of that in COH2. The end of this game's life cycle is approaching, and with further patches being doubtful at this point, it's time to face the facts that in terms of their simplicity of play, Axis factions are far more forgiving and there is a large skill gap compared to the Allied factions.
The core of this issue is really just the fact that both axis factions are designed around late game dominance, while the allied factions around early-mid game dominance. The early-mid game has a set end, while the late game, can, in theory, go on indefinitely. Having factions designed to have dominance around such a wide margin of gameplay is IMO, a bad idea.
For that reason, I'm hoping COH3 leaves out the idea that a specific faction, whether Allied or Axis, has to dominate at a given time. I think limited power spikes in different periods around the early-mid game to keep the factions asymmetrical would be ideal, but then having the late game homogenize the power spike so its more down to raw micro than superior late game arsenal.
I think this approach would help to curb the disparity in Axis/Allies search rates and create a more fun experience overall. Among other things, this would solve the issues inherent in larger team games that are present in both COH1 and 2. |
Name another artillery piece that has 1280 health and 220 armor
Dude you are out of your mind. Literally one of the dumbest arguments I've ever seen on this forum
He's getting pretty emotional, tbh. You're not going to convince him of anything else while he's this invested. He clearly derives a lot of personal joy from the use of the Sturmtiger, and nerfing it would probably be akin to stealing his child. |
Is this any different then Allied arty who just use superior range to stay out of trouble?
I defer to you, the pro. Please show us nabs how to play allies without flanking and by the use of artillery (which has the same range across factions btw). Please blob your entire infantry army (and tanks if you decide to get them) and have the rest of your army be composed of calliopes supported by a few AT guns. I will patiently await replays demonstrating your skill and maybe get some ideas on how to counter the Sturmtiger, which is totally the same thing. |