That's boring though. As more and more features are peeled away from the game in favor of cold hard consistency, I begin to wonder if a separate tournament mode with more classic RTS mechanics (all attacks connect and deal damage with no rng accuracy or deflection) would have been a better path. What is the point of keeping random criticals around if they're relegated to obscurity? Most players are in casual team games, and while some consistency is good, overly sterilizing the game risks losing some of the flavor.
I agree. I think there is a very bad trend in nerfing everything in the name of consistency and balance, which might make the game perhaps more equal on paper. But that trend consistently kills the game design and fun elements a lot. It feels that patch after patch the game's fun bits are slowly tortured to death. |
I'm very glad they are receiving some smaller changes buffs amongst other changes to the faction; Soviets early game feel much more fun to play against and with in the current test builds, it feels less like the faction has only one standard build. They don't need specific roles as long as they fit within the game, meta and balance, which they are with the ongoing changes. I' also change and buff other Sov main infantry so that they can better fit in. Good that you support these changes and buffs so that they better fit in! |
so... conclusion of the thread: buff Pathfinders |
Based on what you said there, there is no technique one would need to learn through experience to counter.
That's REALLY generalist mate, we're talking USF pathfinders here, which can easily be countered with... as good as every unit because pathfinders suck |
pathfinder can summom at 0cp 290manpower and have two M1C sniper rife,kill enemy at lower 40/100 health when hit,can update two bar at the cost ammun 120.
Jäger Light Infantry summon at 1CP! 280manpower have no sniper rife, only can upgrade sniper rife at TIE2orTIE3 and cost ammun!!!!!!!!!!! and only have 1 sniper rife even it kill enemy at lower 90/100 health.
why the pathfinder have sniper rife when summoned? and 0cp? look the Jäger
I main OST and I win against Pathfinders easily with LMG Grens, they're useless on their own. They got utility, but they don't seem to do much combat wise. People get Pathfinder for their utility and scouting ability, not for combat. There's no need to nerf something that doesn't do much. Are you sure it's not a problem of you not knowing how to counter them? |
But that's it's only downside... Literally. You buff moving acc and you have a tank with no weaknesses.
Agility? One of the best.
Armour? 2nd best stock.
AT? Combined with ROF one of the best
HP? Best stock
AI? OK with pintle mG, mediocre without
Compare to Comet which is in the price class with the Panther:
Agiltiy? Less accel, higher speed -> on par
Armour? 30 more
AT? Much less with lower ROF and lower range/penetration
HP? 160 less
AI? OK at all times
Overall they are on par with different units filling different roles. Panther leans more to the AT side while Comet leans more to the AI side. Buff panther moving ACC and you literally remove the only weakness on it.
Yeah, moving accuracy is my personal biased preference for buffs, but I did not say that it is the solution that should be implemented. I know and accept that the Panther is good despite being the sum of mediocre stuff, but I also think the Panther needs a bit of a change somewhere, and I am not sure the current patch does the right thing. I'd welcome a small change to a better moving accuracy. |
Why then not just buff the moving accuracy?
This would reinforce the mobile role that it has while not competing that much with the anti medium role of StuG/JP4.
I think the general sentiment is that the Panther is already in a decent spot, straight buffs are quite dangerous in that regard.
I would prefer a buff to moving accuracy as well. I like playing with the Panther on the move. But I always must keep track of reload time to ensure to stop the vehicle right before it shoots so it can get the best accuracy values. And I think my opponents keep track of that too. I would prefer not having to do that every time to avoid one of the downsides of the Panther. |
So 300/325 should be around 92.30% chance to penetration? Unless there is a rounded up that I don't know about
It's the other way around.
325 / 300 = 1.08 -> always pen
arbitrary simple example
if a tank has an armor of 140, is hit by weapon of pen of 70, that's 140/70 = 0.5 (half time it pens)
times it by hundred if you want "percentages"
(140 / 70) *100 = 50%
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I think this WC was heavily dominated by the early game meta of call-in units which has had a massive knock-on effect on builds of other units. Anything that diverged slightly from the standard 2020 meta was an uphill battle. Movement and quick reactive units are key to victory in any 1on1/2on2 at the moment with this meta, and not sitting down and relocating Mgs/mortars - as reflected by the WC. Feels almost like CoH2 is merging towards a SC2 playstyle - with USF reacting accordingly to the meta by using Howies/50cal more as they come out at the right time after the early game play. This might be a meta fad that will change with the next patch. I am not happy with the status quo, but i'd happily try the idea as proposed by OP. |
I had it tried against me in two testgames 2on2, and it is not as powerful as stated. It feels balanced for 250 ammo, it does hit hard when least expected but that's the job of the ability. Easy the avoid when you know it's going to come, like most abilities.
edit: not sure why this isn't in the UKF thread. Is there something I am missing? |