I'm aware of what it has. It doesn't need the ability to retreat...
because its still the worst AT gun in the game, with the horrible survivability, as stuglife said we'd be happy if it had the USF at guns stats and loses retreat, what do you think about that? |
You do realize it is the cheapest? Also there a couple of buffs to axis. I am amazed how those are left out of the conversation.
Yeah, its the cheapest cuz its still the worst AT gun in the game, its only saving grace is the ability to cloak on the move. |
Agree only with the reketen, in terms of AT and survivability its the worst, but what was making up for it was its camo at vet 0, with these changes it can no longer hunt whilst still being the worst AT gun in offensive performance and even with 5 man it will still get wiped more easily then other AT guns |
Improving the kubels speed and rotation a bit will help it get away from m3a3's. But in one of the old balance previews kubels had the ability to camo and steal resources, that was a very nice idea and could give the kubel some use in the late game. |
Falls will not win against Shocks at long range because as we've already gone over, Shocks can literally just a-move against Falls over open ground and win despite Falls supposed being a great all range squad.
An elite ambush squad with a munitions investment should not lose so many matchups out of cover simply because of their status as an ambush squad, especially considering how they were just changed to make them less impactful in the early game but more impactful in the late game and yet still fail to have good impact in either.
Also the fact that the balance team extended the Mid range of Falls and buffed the FG42's long range performance indicates to me that there is an expectation that Falls will and should be engaging normally and not always from an ambush. This goes against their utility as an ambush squad as does the fact that they now spawn with Kar98ks instead of mp40s or G43s. There is absolutely no reason why a very specifically ambush centered squad should be spawning with bolt actions.
if shocks cant close from long range, how are they suppose to win engagements? they dont have camo like other squads and therefore, cant ambush thats why ther quite durable to be able to close from long and its not just against falls they can do this.
Falls with the new changes, just need some RA improvements and i think they'll be fine. |
You completely missed the point, I wasn't talking about "shared vision" at all. You could not have read that more incorrectly
I said all flares are dumb, for all factions. If i fire a flare in real life, can that flare radio me and tell me the position of my enemies? No. That was my point. Idk what the hell you're talking about
Also no one is exaggerating, the ability is a complete joke. Cant imagine how anyone could defend it. Explain why it should be uncounterable, i would love to see you try
This whole topic is about OKW flares so ofc i would assume you'd be talking about. yeah Ok, i misunderstood no need to cry like a little wus.
Calling this ability a "complete joke" or other people have said "absolutely broken" is a definition of a exaggeration. People making it seem like its some ground breaking ability which its not. Did i say it should be uncounterable? stop putting words in my mouth, right now ther are more pressing issues that needs to be balanced, maybe in the future if they start looking at rebalancing recon options for OKW (like flares, IR half track etc.) it will be dealt then, together. Not picking and choosing what you like and don't like about OKW. |
you guys over exaggerating as usual. Making it seem like this thing can decide games and somehow magically destroy howitzers , if the flare which is one fkin doctrine btw, came with arty then it would be OP, but it doesn't. Yes maybe in coordinated teams it will seem OP but so does many other abilities and units seem OP in coordinated team games.
Lol at least only some of cheese will still be there
Can we also just talk about how silly it is that flares provide vision, for all factions? Especially when almost all of the maps are daytime?
I know i know, realism shmealism, but in this case its almost an indicator of why the ability is dumb
All factions have shared vision, regardless of unit or ability |
increase cost, remove the detection thing, give it a MG and allow it to shoot out flares for a munition cost |
And now they'll beat them a little bit more consistently. Glad we're on the same boat.
And God in heaven does it not sweeten the sting of having the late-game non-doc indirect fire nerfed from existence.
by that logic we should buff volks long range dps, so they beat riflemen in long range more consistently. Ther was no plausible evidence that riflemen needed any buffs, they were the best balanced performing mainline inf in the game. |
SEPTEMBER 2019 PATCH PREVIEW - Version 1.1 Changes
- Bug fixing to address collision and hitbox issues.
USF
Changes to both of the following units were discussed before release. The team has decided to include for testing after initial feedback.
Riflemen
We think Riflemen are solid infantry that scale very well, but we would like to put more emphasis on the engagement range dynamics between them and long range Axis squads. Their near range (and thereby their near DPS) will be slightly increased, which will naturally slightly increase their DPS up to range 16.
- M1 Garand near range from 3 to 6
(Chart amended from https://coh2db.com/stats/ )
Rear Echelon Troops
To make Rear Echelon Troops carbines perform more consistently, as currently they are very RNG dependent with their low accuracy but high rate of fire and damage, their accuracy has been increased. In return their damage per bullet will be reduced, to keep the same total DPS as now
- Damage from 10 to 8
- Accuracy from 0.403/0.288/0.23 to 0.51/0.3456/0.276
???? buffs for riflemen?? what???? emphasis on what??? they already beat axis mainline inf in mid and close range. I'm sorry but some of the reasoning for these buffs are bs. |