Fortunately the Allies have a butt ton of ways to deal with loght vehicles including piats zooks ptrs guards Stuart aec t70 turbo mortar (actually really good vs vehicles lol). The 222 is the best thing ostheer has going for it in 2s these days imho.
Thanks to its dirt cheap price it is at least easily replacable. Imagine not rebuilding it for spotting scopes and instead opt for a game without OP recon like that. Makes me feel very uneasy. |
Exactly... i have 100% agree with this!
In one of my latest games i had to realize the mortar flare ability on soviet mortars are more useful than the barrage. I just dropped a flare, give sight for my mortars auto-fire, and they were so accurate i don't even had to control them at all. It's just shocking how could it be so rewarding with basically zero-control. You just have to put them in range, and give them sight.
The fact that OKW has no early game - cheap mortars is a serious handicap.
Same with 222+spotting scopes. It's at a point where doing it and playing against is almost equally frustrating and cheap. I guess you just need a high tolerance for bullshit and just carry on. |
This isn't specific to 2vs2 games, but one of the most "wrong" things which also apply for team games in this game is that mortars/isgs and pack howies can be so effective compared to the effort you need to put into using them. The amount of damage/micro tax on your opponent is far too much when compared to the actual effort put in by the player that is using them. The mortar pit takes this to an extreme where you don't even need to retreat, reinforce and reposition anymore. Instead you repair and brace every once in a while.
I would like all indirect auto-firing weapons to have their auto-fire accuracy, frequency and scatter nerfed heavily, but leave the barrage properties mostly untouched. This would reward players that use barrage often and discourage a set-up-and-forget or build-and-go-afk mentality. Remember that barrage is cast on a point and that point will be the only point being barraged until you order something else, thus making it dodgeable by moving after a mortar round is being hit and you notice that your opponent is using his barrage. This becomes a game of forcing repositions and repositioning early/preemptively/reactionary according to the situation.
The aim is to put mortars into their correct role for denying support weapons and garrisons/emplacements. Currently (imho) mortars are doing that kinda fine, but (big PLUS) they contest all units that are stationary for more than 4-ish seconds. The main victims are obviously infantry sections and grenadiers. You can't just repositon because you noticed that a barrage is coming in. Instead, the mortar is autofiring, which is shooting too accurate single mortar shells every ~4 seconds. You just can't account for that and reposition in these intervals. As I said, sections and grens suffer the most from this, but when applied to a large scale game like 2v2+, this creates a very volatile game pace/environment where units are forced to move constantly and this eventually promotes moving around constantly and eventually end up blobbing.
I believe that this is a large contributor towards the lower axis winrates that we are seeing these days. Basically the niche and strength of stationary and low model count units is being condensed to a point where it is barely or very hardly exploitable and on the other hand flanking/constant clusterfuck (what allies are just better at) is being promoted.
This is further embraced by the strength of late game indirect fire but this is not the focus of my post.
just my 2 cents |
Penetration is already done well with the penetration value/armor value = chance to penetrate (or was it the other way around?)IMO. My take on this would be that OP only means accuracy. When used for vehicle/AT accuracies this wouldn't change much at all in the big scheme if done right, but it would tone down the stupid chains of missing shots sometimes (I'm looking at you pak40).
On the other hand though, these pseudo rng values have to be adjusted by the game for many dynamic situations. Entering and leaving cover constantly for example. The math around this is challenging and balancing the formulas is not something I want to trust relic with. It works for dota, but there is no accuracy system at all and the math involved there is rather trivial.
Just my 2 cents. |
Why not remove crushing and buff coaxials? Less gimmicky, more consistent. One could argue that this has become a game mechanic. Reducing turn speed removes from the flanking potential and waters down the character of said vehicles. Keep the flanking and buff their other AI means to compensate. |
Don't forget Bergetiger. |
I honestly don't get why the auto reload isn't a thing yet. Just have units magically reload when out of combat like you said. No animation, no sound or anything. Nobody would ever notice it...
Also the targetting of base sectors with offmap abilities are incosistent to say the least. We could argue about a design intention if every ability could do it but no, not even close. |
Would you think that pseudo random distribution would make a difference for accuracy? It's OT but I have always wondered if it could help with consistency in the game. |
You could have these without a flag.
Just have a painted circle on the ground or something.
I would go with this one. Not that I want too much realism or anything, but ghosting through flags looks way too retarded imo, even for coh. |
Yeah having OKW spew out units in a forward position from their Med + Schwere HQ is just going to be fair and just balance...
It's only infantry and small weapon teams. I don't believe that ISGs count as small weapon teams, so the only thing popping out of OKW forward trucks will be Obersoldaten... Add 15 second build time, fixed. Such balance issue, much broken. What about we look how all the changes play out together, because the changes to come are massive and there are a LOT of them. |