when OKW brings the 221st to the front, usually you from the USF are doing your 3rd rifleman squad. in this case you have to cancel, do wc 51 and still have ammo and wait another 40 seconds until he completes the upgrade for the .50 to be ready. Honestly, that alone has already lost another 2 minutes being crushed by 221, any advantage you have achieved at the beginning of the game with USF against an OKW that draws the magic card 221 is lost (assuming your opponent didn't make several irreversible mistakes like losing a squad less than 5 minutes into the game) I just think since OKW has Kubbel with 0 CP , why give a 221 with 0CP too? This would give some time to react properly without losing half the map waiting for something to be ready to counter 221
(I mean only x1 or x2 games)
In order to get a 3 minute 221 one needs to produce a SWS truck after the second VG.
What would be the point of building a 221 after CP1 (or CP2) if one could get kubel much earlier with no tech or fuel cost? |
WC =/= UC
thanks for pointing out a typo |
I would just like to share this opinion. I hope the genius who thought it was cool to give this bonus to OKW with 3 minutes of gameplay suffers a lot. When you from a bad USF or UKF have your 4th squadron and you don't even have a cure for troops yet, shit like that appears. I've already lost count of how many early game matches won were saved just because this shit appeared 3 minutes into the game. Top balancing.
UC,M3,WC51 all can counter the 221.
In addition low accuracy/High ROF weapon like SMG and some carbines (like stens/Rear Echelon) are good vs it. |
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While it's far from OP. It is cancerous on some maps (wide open, with plenty of road, especially in 6-8 maps).
UC, M3 and WC51 don't have utility beyond the early game. Well, WC51 had, but it was nerfed to the ground (the whole commander was).
You are factually wrong.
M3 has spot and can cap
WC51 has 155mm Artillery Barrage,Mark Target
UC with MG has suppress/spot and can defend HMG very effectively.
The 221 also has what no other LV has: "Get-Out-Of-Jail-Card" Smoke, and 3 shot HP with vet. Making it a great resource generator later on in the game that can't be easily destroyed.
see post 8
I would also argue that 221 is great at chasing down retreating squads early on, something the UC or M3 or WC51 can't do, due to the MG rotation lock. I've seen, on large maps, 221 chase down a 4 man retreating squad (50% hp overall) and wipe them. Recently a brit ally retreated from bottom VP on Rhine 3v3, 221 chased from the VP, almost to the base, and got a wipe on a 3 model retreat with 70% hp (nasty since a lot of red cover on that map).
Now you are glorifying a unique feature for no apparent reason, actually M3 and WC51 can perform better at chasing since the passengers can fire on retreating squad. Since flamer suffer little penalty on retreat squad flamer CE are great it.
The saving grace for 221, is that it's doctrinal. The problem is, it's doctrinal in a completely broken commander (heat + commander upg). So overall, it is definitely bad design. Not OP or anything. It's not like, when you field it, you immediately get an advantage. But it good hands, 221 is really strong. Much stronger than WC51 or M3, and has much more utility than other LVs. Overall, 221 is brutal against brits and USF on some maps.
But then again. 72.5 sight range KT exists, with suppression and HEAT shells. So I only hope that Relic leaves the COH3 balance in their own hands. 221 is fine. Really strong and useful, but not OP.
And now ranting of topic.
(edited a typo) |
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You can get the steam id from the player card url https://coh2stats.com/players/76561198018614046-Isildur
where 76561198018614046 is steamid
Thank I will have a look |
Congratulation once more for a great work.
May I ask for an addition thou, in my opinion it would make things easier if one could also get the stead ID of other players since it on always visibile. |
You guys are going WAY OFF course with your guards talk. The question is not about Coh2 balance on a specific unit.
What can be done in Coh3 to make sure one commander is not dominant?
How can you buff a certain unit without it becoming slightly better than another unit?
IDEAS:
1 - Make a variety of map styles. Long and close range. Many players hate this approach, ask Tric he will explain. But this ensures you need more than one commander. But then you may be missing a required commander in one mode.
2 - Relic could make commanders so one path is better for close and one for long? This would effectively double the type of commander load out.
3 - Change unit stats often and make small changes. This requires Relic to be very active in balance updates.
You guys are smarter than me, whatcha got for ideas?
Some older suggestions...
https://www.coh2.org/topic/81270/commander-rework-approach
https://www.coh2.org/topic/81491/suggestions-for-commanders-revamp |
Thread: Smoke11 Jan 2023, 17:44 PM
I don't know that much of the technicalities, how Relic programmed it exactly and how cheat mode interacts with the game. I guess Relic wanted to hide or double ensure the wanted behaviour of smoke.
When I am talking about a shot blocker I mean that the projectile will be deleted or explode when colliding with the shot blocker. This is not the case for smoke. For small arms it does not really matter, since they don't have ground attack and can only shot at what they see.
A single line of trees/bush is a shot blocker and units will not fire pass them.
An attack ground order can make a weapon pass it and it will pass through without colliding with it. The same applies to smoke that acts as a shot blocker.
The shot blocker part of smoke is what I mostly do not like in the current implementation where you an have units hugging each other and still not firing on each other. |
Thread: Smoke11 Jan 2023, 12:45 PM
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Just for clarity: It is still a LOS block...
It's both a LOS blocker and a Shot blocker.
It not the lack of sight that prevent unit from firing.
Unit will not fire on units in smoke even if they can see the enemy unit. Even removing FOR of war via cheat mode will not allow unit to fire. |