Guys guys unit is barely out and we dont know exact stats and Performance we need to test it atleast for the next 2 months to judge if balanced
Hey hey hey, isn't this a Vietnam war photo? You makin' fun of mah peoplez lol. I expect a nerf today along with the multiple flamers/minesweeper squads. They said there was going to be a quickfix today for the vet bug right? hopefully, they'll make some adjustments to the units as well. |
The way to fix vehicle pathfinding is by adding a 'forward' button to match the 'backward' button.
Then we can control whether the vehicle moves forward or backward independently of where we click on the screen or the orders we give it.
It's not exactly a forward button but attack move will force it to go forward now along with other conditions based off of the patch notes. |
I watch 2-3 high ranking replays a day. I have not seen 1 with volks blob in the past 4 months. Can someone please point me to a valid replay where this is happening for real? Is there a serious consensus about this from the pro-ranking players or is this like the 8-minute KT meme that kinda died off on its own magically?
Volks blob happens more often in team games. Like every team game. I don't think this exists much at all in 1s. If you watch high ranking arranged teams, you will see them to their greatest effect but I think this issue will not be addressed anytime soon.
8 minute KT was pushed back to like 12 minutes? It went from 260 fuel to 310 fuel. If the player really wants to get KT and skip any other vehicles or support in the game, they can but it'll be a lot more obvious. |
@whitesky00, Myself
Both of you are saying the same thing. However, what you are saying is lost in translation.
What whitesky00 said (and is correct) is:
- We have 3 terms: "autoattack, "attack ground", and "barrages"
- "attack ground" uses the same stats as "autoattack"
- It is possible to issue "attack ground" into the FoW (Fog of War)
- thus, what Myself claimed (i.e., you can only barrage into the FoW) is incorrect
However, what I'm saying is:
- If autoattack gets nerfed, the cooldown of barrages might get buffed
- That way, you will be able to fire into the FoW more frequently (assuming you don't know the Attack Ground trick)
@Virtual Boar
I think I also got lost in translation. What I meant was take the Panzerwerfer
- If you overbuff the Panzerwerfer/Mortars/we will discourage blobbing
- However, you will also discourage people from investing into infantry/you-name-it at all
Please read the clarification post carefully:
https://www.coh2.org/topic/49543/mortars-howies-nerf-autoattack-maybe-buff-barrage/post/494427
You will see for yourself that Mortars will still do a pretty damn job at punishing clustered units (even with autoattack). However, you won't be able to see any "filthy" squad wipes as often.
Man, auto attack doesnt allways hit the target last place of the target. Often it works to hit the moving target, it calculates the place where the target is going to be. You will never, never do the same with barage because of its stupid cool downs.
Only broken indirect pf all factions atm is the british pit, it has too big range and is too strong atm. I think the health should be tooned down a bit.
Everything else is easy counterable.
Dont fix what is not broken.
@gvardia_legiones please refer to quote above. it's not about accuracy, it's about wiping full HP squads with RNG instead of a slower more stable damage that won't kill squads/models outright.
Do you ever bombard something and end up hitting nothing?
Do you ever bombard something and kill everything?
That's what we're referring to and the OP is just suggesting a way to improve the game. |
What? And give blobblers yet another handout? no thanks.
Your proposition would just incentivize yet more blob spam tactics and yet again put the micro tax on those that are already micro taxed because of the diversity of their units.
Nope, nope and nopety-nope.
Did you EVEN READ this entire thread? Reducing auto attack damage so blobbers get less out of spamming units and it rewards people who micro by adding damage to using the barrage ability? Because at the moment, auto-attack is more rewarding than using barrage. |
"Bofors almost never goes past 1 vet... is it a bad unit? No, it denies pretty well. "
Yep, denies, kills and suppresses. The reason it doesn't vet though is due to the fear factor of facing one, it has a pop at a squad and is then either overwhelmed later in the game or ignored.
The UC though has rather low vetting requirements, it doesn't vet because it doesn't kill jack, doesn't deny, doesn't protect squads inside and doesn't really help in any way, other the providing some temporary green cover once it goes up in flames.
Best garrison clearer really? We must be playing different games. Asking a UC to fire on a squad in green cover seems to result in 1 model killed after about 30 seconds. It might distract a garrison but it certainly doesn't clear them.
Lol, one of these days I'll save a replay for you. I can kill a light vehicle (luchs or something) + 20 kills and still be only at vet 1.
I think you need to share your playercard with me. I can't tell how many games of UKF you have played. You can see mine and I've played quite a bit. Go put a UC versus a garrisoned MG which is the reason why flamers are useful and tell me that it's not useful. How else do you expect UKF to push that MG early game without mortar/smoke. Sniper? Lol. The UC's weakness comes form shrek spam. For 215 mp and future 0 fuel, it performs for its cost. You don't see many now because the fuel cost/tech delay and the horrible pathfinding.
Here's an old video: https://www.youtube.com/watch?v=DjpA2rF_AgQ
Now a 215 mp unit will counter another 215? mp unit. Seems perfectly fine to me. |
No actually you are wrong (at least in some cases...)...For instance the USf pack howi barrages at greater range than it can autofire or attack ground....
Please give me another example other than 57mm. Mortar pit, OST mortar, OST mortar halftrack, USF mortar truck, leig, SOV mortar, SOV 120mm.
Your example is the ONLY example. And this example doesn't refute the argument that barrages should be better than autofire. GJ for wasting time. |
Sooo, is that last post still true because it still states that you have to have played everyday. I never got my skins |
"MMMM, the UC will be a good unit to scout/holdoff kubel for MG since the vickers is more effective with vision. "
Hmmm... Good unit and UC don't often occur in the same sentence... Do I have a volunteer for the UC challenge then?
https://www.coh2.org/topic/49238/universal-carrier-challenge
Lol, just because it doesn't vet up well unupgraded doesn't mean it's a bad unit. Bofors almost never goes past 1 vet... is it a bad unit? No, it denies pretty well.
Example: 1 sturms rushes you, by the time you react, your IS and your MG are probably effed. The new UC which has no fuel cost can tank the sturms, and kill models as it rushes towards it while the MG sets up. The UC isn't good right now because of the last patch's pathing upgrade which forces it to go backwards in most cases. As I've previously stated, it's the best mobile garrison clearing unit. |
The UC would be top of my list, even with the upcoming no fuel cost I'm struggling to think of a use.
Churchill second, a heavy tank ( and a very slow heavy at that) which costs more and has less armour or firepower than many mediums.
Each to their own though, which is rather my point. It is far more interesting playing against someone who has their own style or uses units you are not used to facing than a constant stream of scrubs who ape the build orders and priorities of tournament players.
It is a shame that the cost of each unit isn't dependent upon it's popularity. Or indeed that spamming wasn't financially discouraged in some way. Having three Volks on the field at one time = normal. Add a fourth and you pay more for it, a fifth and it starts to get pricey.
If no sod has built a 17pdr emplacement in a week ( quite possible) then why not sell it cheap to encourage their use?
Would also be nice to see stats not just on the Top150 players but on the whole playerbase and individual units. Would certainly help to inform balance discussions if the average damage given and received by each unit was known.
MMMM, the UC will be a good unit to scout/holdoff kubel for MG since the vickers is more effective with vision. Same goes for all MGs. Also, it will be a decent counter for garrisons. Before, people would forgo the UC for mortar pit because the 15 fuel delayed their tech. Now you don't have to build a mortar pit for a better garrison counter. |