No.
It's a war and during war people die.
What's next? Direct B-4 hit can't kill a single model?
And what's is RANDOM wipe? Seeing that part of the map is under heavy fire and despite that going there with infantry just to get wiped?
Standing in front of tank?
Watching flying nade without trying to dodge it?
That's not random wipe. That's stupidity or being out-microed. random wipe is when your inf is in green cover and get killed by random tank shoot or when you hear a mortar shell and you move your squad only to get killed the moment you moved or staying in yellow cover for 1 sec and getting wiped (all at full health) |
Ok So... We add a mortar the faction didn't need in the first place. Then want nerf to oblivion so people won't use it anyway. Why not just accept that it was a stupid thing to do in the first place and remove it? Just like the OKW shrek change, it was a mistake. this like supresion on leig and pack all over again (I miss those time ,when suppression rained from the sky ) |
no really guys think about it if they were only mp cost they would be balanced cause they will cost ton of mp (stug e 500 600) so they can't go without sacrificing something ( too much call in and no tech = 0 mp and full bleed) |
i think the general problem with most call in tanks besides heavy tanks is that they are too cheap. call ins should be a temporary advantage, but a disadvantage later on.
coh solved that by making call-ins manpower only, and that hurt because you always need manpower. the problem with coh2 is that when you rely on call ins and dont tech, you float a lot of fuel, so the fuel tag on the call in does not really harm you in any way.
therefore two options exist:
-increase the manpower price of call-ins
-increase the fuel cost dramatically, so that spamming them (4 m4c shermans as soviets lololol, etc) is impossible man power like old one but a lot heavy tank like 1200 or more |
If we talk about balance of power yes is balanced
But if we talk balance of the skill required to use that power no is not balanced
Why should I play faction when the other does the same thing but requires less micro ?
And that's why I stick with Soviet and guard motor since last 2 patch they are just more efficient after all who need off map art when vet 3 120 mm reach while map ?
The game feels monotonous and I'm not felling the thrill anymore |
Mp bleed? Doesnt matter when penals kill twice as many models as lost. If you are bleeding than your opponent basically has no mp. Hilarious how soviets have the early game edge and still gets t70s when axis still struggling with racketenwerfers or pak40s. Base allied infantry have elite infantry levels of received accuracy and more men when vetted while axis squads have the same garbage -20-23& RA on most squads and are 4 men.
Only good axis infantry is obersoldaten, rest are mediocre to complete SHIT. All allied units are hyper cost efficient, fuckin stupid. Their infantry, their TDs, their medium tanks. All great prices all perform as well or better than axis equivalents for same or higher cost.
Excellent examples: Royal engineers, riflemen, penals, Jacksons,su85s, fireflys, cromwell especially, light vehicle dominance and multipurpose, dual equipping, american mortar, mortar pit autofire.
Axis: Pgrens SHIT, panzer4 trash low penetration costs most of all. Grenadiers hopelessly out scaled, isgs have no AOE, volks and grens pitiful -20% RA while allied are getting 30%+ with more men, g43s worthless, why make grenadiers a brawler????? Weakest mainline infantry in game.
Only good axis units that actually excel as good as allied unit: jp4, obersoldaten, mg42, command panther, 222.
Ostheer is brittle and weak weapons team faction and paper grenadiers collapse effortlessly to mobile pressure., okw has problems with AT, racketenwerfer consistently one shotted. T34s got huge AI buff, is2 huge ai buff, americans and brits still easily kill racketens.
Its just buff buff buff allies. Nerf broken OP things, then just blanket buff factions patch after patch. Lol fuckin USF mortar add in untested 81mm thats better than ost mortar in every way while ost is weakest to artillery in first place. GENIUS.
Allies have durability (RA values and squad sizes), mobility(light vehicle monopoly and tech timings), cost efficiency(superior vet bonuses across the board, dual equipping, TDs, and medium tanks), and range(all TDs, several AI vehicles). Axis just have more firepower on a few choice units(obers, jagdtigers, mg42 incendiary rounds), everywhere else they pay more or same for crappier units(pgrens, panzer4s, grenadiers, panthers.) you forgot stug and Stuka but yea lately almost all is overpriced what I found funny is the logic of relic, pupchen is in tier 0 so is crap but usf is in tier 0 but is godly ober are on tier 3 cause they are elite but penal come at tier 1 at the start of the game |
this is what i was thinking. there so expensive and t1 is for killing inf. so if u see someone going t1 on u get fast light cars... try to mp drain the penal user... t1 cant stop rushes cuz no at and if they decide to get t2 for zisthey slowing down tanks and are forced to buy su76 or t70 cuz they cant wait for next tier... best thing to do is get sniper and mgs early and fuck up thier mp
well it would be true if they were expensive to reinforce,they cost only 25 mp and I assure you 3 squad is all you need so mp starvation is not a problem and their pop cap is only 7 (souls be 9 in my opinion for an elite ai squad) |
I think putting p4 to tier 0 on for ost would not be a buff is just diversifying the opener guys after all listen to the smart ally fan boy |
Or make it not a superior 81mm clone in most cases.
Since I finally organized my CE patch notes with details, here's the version I propose:
M1 81mm Mortar
Changed the damage profile and stats to make the mortar closer to a light weapon meant to support and keep up with riflemen and other units while not overlapping with heavier indirect-fire units like the Pack Howitzer.
-AOE from 1/0.5/0.25 to 1/0.4/0.15
-AOE distance from 1/2/3 to 0.5/1.5/3
-Cost from 260 to 240.
-0.75 Wind Down from 2.
-Can interrupt set-up time.
-Veterancy 1 changed to WP Rounds.
-Angle scatter to 7 and scatter max to 7. Barrage scatter max to 5.
-Auto-fire reload from 4 to 2.8.
-Minimum range to 20, maximum range to 65 for auto-fire and non-vetted barrage.
Before anyone thinks it may be OP due to ROF, its damage is not impressive at all and it needs to be closer meaning its also easier to kill. It compensates by being faster to relocate which matches the USF's play-style and being an annoying unit that will at least make you think about moving. Pack Howitzer become relevant once again since it hits much harder with range.
yea but when it was suggested allied fan boy simply said it was fine as it was |
Comets don't have amazing pen. Unless your fighting the comet with your panthers ass facing it comets struggle to pen the front of panthers. Panthers realiably pen the front of comets.
I don't find the nades very use full either at that stage of the game im going to be worried about getting close to (most) axis infantry of fear of being fausted and losing an expensive tank.
Comets are not panthers counter part. Comets are utility tanks like tigers. They have better AI than the panther but less at and armor. They lose in a slug fest to panthers head vs head.
I would rather have a KT than a comet. Kt wipes infantry in about 2 shots almost every time. Comets can wipe infantry but they miss a lot more.
190 pen for comet (same as stug)
240 for panther (comet armor 290)
And it has less reload
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