I am not avoiding it, and if the AoE isn't that big if you have all your 4 bases in a square and the tanks sat in the middle sure.
The sound is obvious so you can almost pinpoint where it is going to land, Load up a cheat map with a friend and have them use it on units and see if you can guess where its going to land, once you get used to it its much easier to dodge. Rather than spam 5/6/7 pings.
Lol, the AOE is big. That's what happened when it was ninja-buffed. The sound isn't audible until you have 4-5 seconds left. If I start walking my units, I'd still be caught in the blast.
If you have 4-5 high profile spots to land, you're going to HAVE to move all 4-5 spots in order to guarantee you won't get hit. And if you read what happens if we turn all globals turn into just "audible" sounds, the game will turn into a nuke striking game. At the moment, it's limited to just 2 doctrines.
The effort require to dodge a flare global ability versus an audible sound is the same. This is what you're telling me. Please tell me if you agree this is how you "feel". If so, you should also be vouching for ALL global abilities to be sound-based only... since, they are the same. Right? |
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You can ping the point, it shows on map and minimap and is a rather loud pinging noise, my team mates never have issues.
Again me/my teammates never have issues, as if we know they have gone CAS, we always listen out for it, especially around retreat points/where we stop our tanks to repair.
You're avoiding the point. You're only comparing yourself to everyone else. The point is:
- amount of effort required to watch out for
- cost different
Which I already clearly explained the difference. And it's not just CAS. It's with the elephant doctrine.
Let me follow "your" example. I hear Stuka Dive bomb... we have 3-4 forward retreat bases and 2 tanks on repair. I start pinging 5-6 different locations? EVERYONE MOVE ALL YOUR UNITS FROM THESE 5 LOCATIONS NOW! Is that how you play? If there's smoke, it would be limited to a certain area. Do you see how unbalanced this is? Again, replace ALL global strikes from flares to sounds and you'll understand. |
This is why I only play pre-made games with friends on TS.
If it's used on a retreat point, IIRC you can cancel the retreat point and units will run to base instead. (or did that change not make it in?) So it can still be dodged, except for base sector, I'd agree on not allowing it inside base sectors if you were also unable to build On map artillery in base sectors.
No, it did not change. You can cancel a retreat point but I was referring to base sector strike. Okay think about this:
Most artillery strikes require some smoke or minimap display. All 4 players are paying attention but given the smoke, only 1 has to move their army because the flare is visible and the player can estimate the amount of impact. Most Allied globals are 200+ munitions and only require the nearby player to react.
Now, if the stuka dive bomb is used, a player on the team should be screaming for everyone to move. This requires effort from 4 players to react because they are unaware of where the point of impact is nor do they know the general vicinity. And, this cost is only 160 munitions.
Do you understand this? A normal ability forces 1 player to give up ground for more munitions and another requires all players to give up ground for less munitions.
I'm sure if we replaced ALL global abilities with just a sound, you'd be pretty pissed too. Please give allies a similar ability and I don't think the "getgud" argument will not work because there will be equal amounts of frustration on both sides. |
obviously you can't remember the pre-nerf jagdtiger
well how about pre-nerf elephant? self sighting, shooting through terrain and unblockables. It used to always be a rush for allies to prevent late game. |
Stuka Zu fail:
Stuka is not that good IMO and I am mainly at OKW player atm.
Only it's first rocket is 100% accurate the others can scatter and miss the targets entirely, even if aimed correctly (Much rather a Pwerfer or Katy they still have random scatter but its area can be controlled by distance better than a Stukas can)
I have seen stuka shots direct hit squads bug out and deal almost no damage.
Stukas are also terrible vs Garrisons now, they barely damage the buildings or the units inside. (Ok they were OP as fuck when one rocket use to one shot any building in the game but they need buffing again for anti-structure a little)
Also the noise of the stuka firing is VERY obvious, If you hear it, MOVE. Simple. It's usually best to move towards where you hear the stuka firing as it is usually aimed at where you are, or where your expected retreat path will be.
Stuka Dive bomb:
I have NEVER been hit by this when playing allies because the sound is so fucking obvious, again use your ears and MOVE your units, infact I have used it/seen it so much I can pretty much ping the map for allies to be like "It's gonna land almost exactly here, move your shit"
And just to conform to community asshattery - it is not time to add red smoke, it is time 2getgud.
Try guessing a Stuka dive bomb in team games... you will require 4 separate armies to move? mmm, sounds fair? It can instant wipe retreating squads and shoot inside base sector... how do you move that? You can't control retreating units. and, it was ninja-buffed AOE as others have mentioned. OP for 160 muni ability. |
Except often you dont know where it is.
Well you should, it has a very small radius to repair and slightly larger to be within the field that gives it its extra ability. |
*drives cromwell over braced volks blob*
*squish*
nah nah nah. The tanks will stop for people in brace mode hahahaha
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looking at OP's post and a couple subsequent. I'd just label this a rage post. |
Voted OP.
Why? Because emplacements (other than MG and decrewable arty) shouldn't be in the game. At all *covered at end*. Regardless, let's look at this commander.
1. Mainline inf can repair and build. Alright, this isn't so bad, although at 0 points it allows for even earlier mortar pits and such. Kind of neutral, IMO, since the repair is limited, and super early emplacements aren't that great.
2. +40 armor +30% HP. Why. Why would you do this. So now the already tricky to kill emplacements (especially early game) are even harder to take out. The game's about tactics, micro and maneuvering; not being AFK.
3. Forward Assemblies can repair things. At the same time as the Armor/HP buff you get a building that can repair said emplacements. Yea, no way this is a bad stacking ability. Imagine if there was a doc that gave command panzers AoE repair. Just a terrible, terrible idea. You don't even need to "micro" (really, not micro) your engies. Just use your AFK buildings to repair your AFK emplacements. 10/10 Esports ready.
4. Counter-barrage. So now the AFK buildings that are repaired by AFK engies can AFK counter-barrage. Not only this, but it works on base buildings, which is horribly, insanely broken. Why? Well, let's look. Firstly, on smaller maps, it covers literally the ENTIRE map. How do you counter emplacements? Usually arty. Now you can't counter it. Well, no problem, right? You just take out the arty with off-map. Oh wait, it can't be decrewed, and it's in the base sector (which banned arty units a while back) so it can't be hit by off-map. What is this? It's like whoever made this ability never played the game.
5. Precision arty. Oh look. An ability to stop anyone that somehow gets close to your city, or really anything at all.
It's not so much that it's blatantly OP (that counter arty sure is), it's that it goes against every single convention and game mechanic in the game. We've got un-killable static arty crews (against all other design) in the base sector (against design), that can auto-target arty units, which are supposed to counter emplacements, where the emplacements have increased HP and can be repaired by AFK units.
For a thought expermanet, let's apply this to OST as a tank commander. Let's see how dumb it is.
1. Grens can now repair vehicles (but not buildings).
2. Can now promote a vehicle to 'command vehicle'.
3. Command vehicles can repair nearby vehicles.
4. HE rounds. Tanks can now load HE rounds (for free) to counter AT weapons/inf.
5. HS129B-3 attack run. 75mm AT-plane does an attack run. Stuns/damages engines on hit.
This doc would be insane; you'd probably have a 100% win rate after 15min. It also ignores most of the design choices in the game (tanks not beating literally everything, needing support, etc.), invalidates expensive units (any call-in heavies), and would be generally insanely annoying to play against, since the game would always turn into a tank spam with a few grens to cover the flanks and repair.
*emplacement rant*
Emplacements, other than the MG emplacements and decrewable arty, shouldn't be in the game. At all. Period. As I've said a thousand times before, CoH is about maneuvering, flanking, tactics, and general mobility - not camping. Units that encourage this are counter to the games design, and really hinder the games ability to reach its full potential as a competitive game. Yes, this also includes FRPs. There isn't anything wrong with FHQs for healing/reinforcing, but being able to retreat to those positions destroys the core mechanic of forcing a retreat. Once a retreat loses its tactical value, there's no point in trying for one.
Suggestions:
Mortar pit - replace with normal mortar
Bofors - replace with something similar to the ISG/Pak Howie
17lb - replace with mobile AT gun bigger than 6lb
FlaK emplacement - replace with truck w/ Flak on it, but has setup time (and low HP).
Pak43 - replace with repair bunker
Schwerer HQ - remove weapon, massively increase HP/Armor (since it doesn't heal or repair things)
Watch the game become much more dynamic.
+1 for removal of emplacements and FRP |