You know what the problem is? The problem is that most people are not modders and have a bias towards a specific side/Army.
My first point about not being modders was aimed for people that have some ideas for the game but since they don't know how the game actually works they end up looking silly to people who do since they might even have great ideas, but since it cannot be accomplished in game because of technical limitations or whatever it just sounds dumb.
Now I don't consider myself superior just because I can mod the game but I think I can give better feedback and present more manageable points because I can make a mod incorporating my idea and present it to other people to prove my point.
While my 2nd point was aimed at certain people on the forums for example with their names ending with 205 and having a certain Tiger profile picture. And the funny part is they are self-admitted biased and people still accept their opinions and even argue with them. |
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It's not just that, it's also the fact that the 250 is still useless.
The fact that you're about to pay almost the same amount of manpower for something that's not going to be mobile (mortar pit with single mortar).
The fact that Grenadiers still suck (as well as Cons as you said) compared to other infantry units.
The fact that Eastern Front Armies still suck in bigger team games on bigger maps because they lack in repairs rates (Ost specifically, you already mentioned that) and a Forward Retreat Point compared to the Western Front Armies and Brits.
And the fact that there is no fucking reason for the OKW MG34 not to be Tier 0 when it's already so fucking useless and just makes you rely on stupid noob Wehrmacht noobs that can't use their MG42s correctly, apart from already having to rely on them for fuel caches when you don't have a snowflake resource system anymore. |
Please, teach us. Grace us with your knowledge.
I think letting the community balance the game was a step in the right direction.
However, your scopes are limiting, and I think that balance should be aimed at the entire community, and not just towards the 1v1 and 2v2 Competitive such.
And while yes this patch is as the scope specifies aimed towards larger team games, it's a little too little too late as they say.
Oh yeah and one more thing, seeing as this will be the last year in what Duffy called "The 5 year plan" for this game, is anything new coming out, any hints you could give us possibly?
I know this probably won't get a reply but eh, it's worth a shot. |
Which games have Sim City exactly?
To me Sim City means making a well fortified frontline base which is hard to take down and even annoying for the enemy, but does not mean it will win you the game.
Now I know the term from CoH, but many other builder games such as from the Age of Empires series and hell even StarCraf has a sort of "Sim City" gameplay as well.
Another example is Supreme Commander.
However, those games aren't shoving it down your throat like Relic are with the Brits.
And since Sim City for the OKW is basically their HQ trucks, you have a choice, you can sit them at your base to be better protected or set up somewhere near the frontline so you can retreat, reinforce and heal faster as well as repair and have some protection from your Flak HQ.
While the Brits only have their emplacements the the Forward Assembly, the emplacements are basically stationary units.
And I see less and less people building emplacements as Brits, however, they keep building the mortar pit because without it, the Army lacks an in-direct fire unit that's not doctrinal, that's the problem.
You're being forced to get the mortar pit IF you want none-doctrinal and fuel costing in-direct fire support, while the 17 Pounder and Bofors both have mobile alternatives and are not required to be built most of the time.
Same goes for CoH, you were forced into making the emplacements as a Brits since they were basically your main Army, you had to go Commandos for a mobile MG and a mobile mortar which costed a lot in terms of man power and came in too late to be effective from the HQ Glider, and you had no mobile AT gun like in CoH 2 so you were forced to get a 17 pounder since your PIAT sappers alone wouldn't be able to repel all enemy Armor and you had to hold them off before you could get a Firefly, but at least you had the Bren carrier with the Vickers MG upgrade so you could bypass the MG emplacement in some form. |
And range, the single most important stat in a mortar.
But I don't think we disagree, we both want a normal mortar for the brits.
Tho for fairness sake, if that were to happen, the range would need to go down to 80 and a mobile mortar will actually require more babysitting that way.
I think you might not be responding to me, or rather it seems you are agreeing with me on points i didn't even consider 
Either way, I hope you can answer this: what would be a reason for me to not instantly get the 160 mp upgrade on the mortar?
And don't say "when you don't have the manpower" <.<
Look I'm fine with a normal ranged mortar that's mobile, I'll take it, as long as it's mobile I'll take it.
I'm dead serious.
I just a normal mobile mortar for the Brits, enough with this static emplacement bullshit, I hate the MG and mortar emplacements in CoH for the Brits as well. |
Brits and garrisons are weird, they do still have their own "build garrison anywhere" trench so i be hard pressed to change things on that regard too much.
As for the first volley, assuming it is as deadly as you say it is, what's to stop me from hold fire the mortar till the upgrade is complete?
Make no mistake, I like the changes, but i think more is needed (like putting second mortar behind t3 tech or some such).
Balance is centered around the top.
The mortarpit still outranges any axis mortar (ISG got nerfed too remember) still has brace and can still be upgraded for a measily 160 mp, giving it the same cheap cost for 2 mortars it had before.
I see no reason not to go mortar pit now.
I need something that's mobile god damn it, not a unit that requires babysitting in order to reach it's full potential. Plus we're basically paying the same price as a normal mortar, the only plus of the pit is probably the 2nd mortar for 160 mp but stil mobility is the name of the game, not being static. |
Mortar autofire range was reduced, not it's barrage range(115).
On the other hand, spending 400 mp total will net you the old mortar pit+33% faster barrage (and the need to micro the barrage but what is that for the likes of top 100 players?)
I just wonder why anyone wouldn't spend 400 mp.
Too bad that most of the people that play the game aren't in the top 100 players.
But now I find absolutely no reason to pay standard mortar costs for something that's static.
The only thing which the pit had going for it was it's range, the double revaltively cheap cost for 2 mortars were negated by it's population cap and static nature while it's durability was thanks to it's fast earning vet, now with it gone what's the point? |
with ur mortar have them shoot smoke on top or in front of his mgs. then have all ur assault infantry rush while smoke is active. make sure u attack in a very spread out line incase smoke fades out so u wont get blob pinned. flank the mgs and ur good, u can try get a 222 or flame half track also.
If the Soviet player isn't brain dead he'll retreat the mortar once he sees the smoke, and MGs. |
Can any of you recommend any key to use for the upgrade (or the wire-cutters) that doesn't cause collision with any of the other upgrades (e.g., flamer/minesweepers), or the numerous sturmpio abilities?
Uhhhhh, I can't remember if U was free or not. |