At least they still have unlike grenadier that do not.
Feel free to show us a time when grenadiers had theirs. |
Conscripts behind sandbag can defend point adequately.
You'd be right that they are almost satisfactory if only and only if sandbags were not nerfed ... wait, they were. |
Map control and total tech cost is not really related.
Soviet going for conscripts build can cap the map pretty fast.
Completely wrong, these two game mechanics are fundamentally linked together. I'm sure you're very knowledgable of map control vial osttruppen, PG rush, or alternatively, your wrong example of Conscripts winning, but resulting in a loss if Sov doesn't tech efficiently. Map control and any tech cost is related. |
Su-85 focus sight/tracking combinatin should be looked at.
I would also add pop and XP value.
I don't think there's a problem with that unit at all. Or can you provide examples? I tried the mod last night in three 2on2s OST vs SOV and it feels like SOVs are slowly heading to the right place.
But out of curiosity, why do you say "looking at" when you are clearly avoiding the term "nerf"?
edit: Oh, other people have pointed it out. You even say "no need for further buffs". So you mean by "looking at" you actually mean "nerfs", right?? |
You must have meant: "ultra mega giga tera exa zetta realistic simulation."
Like you can see, I can also exaggerate.
What do you mean? |
That's your opinion but not mine. Maby the word "gun-feel" was misplaced by me. I meant how a gun can effective used in combat. That's why the G43 is not an upgrade to a StG44. Its more like a downgrade.
Its destroying the immersive feeling.
Perhaps, but the game is not sold as a highly immersive ultra-realistic simulation. It's an arcade RTS, and they could have easily slapped any names on any weapons and still pass it as WW2 stuff. Right now, the stats in the game are good for the game mechanics intended within CoH2. Some updates will provide up and downs for different situations, which avoids many unlocks being auto-buy. It gives players a meaningful choice which depends on the state of the game.
You might want to look at other WW2 games if you expect high grade wikipedia-based realism.
edit: the term "gun-feel" is usually related to FPS (or 3rdPS) in game development circles. If you talk about gun-feel in video games, you mostly talk about games where the main player-controlled character is actively using the weapon in their hands. |
You talking about the boring Rock paper scissors system. Guns should feel like guns, that made coh1 so awesome.
You have confused this RTS game called CoH2 with Call of Duty or Battlefield.
Also CoH1 had the exact same solutions, just different numbers.
Wtf? I am playing 90 % rts games and then rps and NO shooters. Stop talking nonsense, please. Thanks.
You're talking about how guns should feel like in video-games, and first/third-person-shooters are by default the source to go when talking about gun feel in video-games. Conclusively, the comparison makes sense, even if you are not personally playing these games. If you play CoH2 or CoH1 because you put a lot of expectations on realistic gun-feel, you are expecting the wrong stuff from your favourite RTS game. A lot of things don't make realistic sense in CoH2, but they make sense within the game world of CoH2, which is enough for as good as everyone.
Also, everyone is looking at CoH1 through rose-tinted glasses nowadays. |
Redesign something is simpler than trying to force a bad design to work.
That would be improvement with better result but it would be a redesign of Penal battalion since they would be an AI unit only.
What about you actually tell the forum clearly what you want with the unit instead of just avoiding the conversation by telling us over and over again that it needs a "redesign". Also, "redesign" is not something that can be easily achieved, yet you keep wrongly insisting that it is the case - There is more to game design than just throwing the sentence "simply redesign" around.
Also, you said repeatedly in a different thread that Penals are fine, but only T1 needed "redesign". Did you change your opinion of the unit? |
No you are mistaken. I want them redesigned, I want all unit to be useful.
And if you remove their draw back their true potential will be reveled.
That's contradicting yourself. Didn't you say less than a week ago that Penals are fine and that only T1 needed a redesign, or did you change your opinion of the unit? I can provide your quote too.
Does it mean you changed your mind and that Penals now need nerfs? |
Katitof is right though. Creating and balancing the mod is not an easy task. The mod team has already said several times that they will not do a full redesign of other units and factions just to change the power of one unit. It will only bring more problems to the game than anything else.
Requesting a change to every faction is not the right approach. That request is a bit far fetched from reality, a massive load of balance work, and it takes a lot of time. Relic did change the core gameplay and main unit line-up a few times already too when the game was at its most popular. It was massive task. And you expecting that from a volunteering missing team is ridiculous. It is a bit disilusional to cling on that idea. You have to accept that a full redesign of the game and factions to 'look at' Penals will not happen. Coh2 is pretty much at the end of its life cycle. The 64 bit Coh2 is probably some test by-product of in-house development. (source: game coder here, and we create loads of by products which often never see public eyes)
Vipper, you might think that it is easy to turn a few knobs to change the units and factions values and power, but alas there's more to an official mod. If you still hang on to your obsession to request the mod team to change other four factions to change one unit, it is normal that nobody can take you seriously and they they become sarcastic every time you ask for that. |