yesterday the sovjet enemy fausted my kubel...it was the 2. minute from the game!!
What the hell....why can sovjet faust so early?...and okw must setup first truck...which need in most time 4-6min...if u rush....cause u need 45 fuel
Because he teched it. The Soviet AT grenade is a side-tech of 125 manpower and 25 fuel, which most players don't invest into that early on. Since it is side-tech and not part of a mandatory unlock like OKW-Trucks it is a little bit cheaper. Looks like you had a super cautious opponent who was willing to go for it very early. Also work on your grammar please, it hurts. |
One additional point. Way, way back in the original pre-release beta (I was part of it), I believe Relic's original intent was to make all call-ins inferior to similar units that you could build from tech'ing.
Somewhere along the way they got away from it and call-ins were usually better, sometimes significantly so. With that implementation, there was no risk/reward dynamic to call-ins anymore.
If that had been preserved, I think it would have saved a lot of time and effort with balance.
I guess that the approach you described doesn't sell commanders very well. |
This idea has been mentioned quite often, good to see it in reality. Maybe brits can be a normal faction some day. This mortar would certainly help! |
I think people should be less critical of Relic, or the "why is comet not nerfed *cries*" and be more positive and thankful that a game is getting a balance patch nearly 4 years after its release.
I don't understand that issue. Once you read and understood the concept of scope in this regard, all discussion about it and issues beyond it are obsolete, period. Relic will now evaluate how the patch will be received and respond accordingly, by getting more aspects into the scope or by restricting it even more, depending on if this community balance stuff is a thing to stay. Simple as that.
Let's just hope that they liked doing balance work together with our community members and that they will move on to other balance issues for the next iteration. Until then, play the game, give feedback and hope that they deliver the patch smoothly and in full extent. |
Now that I once more went through the enormous wall of text that the latest changelog is, I feel it needs to be said once again.
THANK YOU, gentlemen (generals or otherwise), for the tremendous effort you must have put in. If every line of changes required only one value to be adjusted, it would have been tons and tons of work, all done for free, and I know many of the fixes were not that easy to implement.
Whatever one's opinion may be on the balance changes (and I personally like the majority), all the fine-tuning, fixes and polish alone would make this one of the best patches we've had. I hope you guys get more opportunities to work on the game in the future because you're making CoH great again.
On behalf of myself and, I am sure, most community members, you have our deep and undying respect.
This. Thank you so much for your work!
I agree with most changes and appreciate all the small things like bug and ui fixes.
What happened to raketen reliability though? Was shooting terrain adressed? That's one thing I was hoping for and I couldn't find it.
Thank god for taking these maps out of the pool.
Again BIG THANKS to our community members and to relic too, for trusting them and daring into this ordeal. I hope they can see it was worth it for them too.
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BAR blobbs > 1919s blobbs 9/10 times. Despite commander choice.
That's questionable. More so in team games, but you shouldn't underestimate 1919s on vet3 rifles in the lategame. It's like what Obers were supposed to be. |
Great to hear! We can do better than relic and esl. I wish this venture the greatest success! |
So in your opinion there should've been zero chance for that MG to escape, regardless of how it was played? Every Stuka barrage should guarantee a wipe for units in buildings? Because that guy evacuated pretty much as soon as he heard the Stuka and still barely got away.
^
Second this. MGs have a notoriously long time to exit garrisons, so this is a bad example. He has a point though, but Smith adressed it already. |
Personally I think the British healing is actually on the strong side. Being able to heal your Infantry Sections on the field, increasing longevity of the squads. However, it would be nice if you could provide healing to their Royal Engineers and non-vet 3 Commandos with your now spare medics.
Yeah, that was exactly my idea. Personal healing for IS is great, but vickers, engies etc. need it too, so sparing the medics for your brit ally you alleviate him from having to microbaseblob every now and then. |
This sounds like a cool idea, but USF aura heal is really good and you wouldn't want to risk it. Though I would recommend to put medics into your (team game) allies' base. Brits for example could use medics in their base. You swap a wounded RE squad in, no ned to reinforce since ambo only takes two (?) crewmen and you put your medics into your brit friends' base. Brit heal sucks, because you need to have a medic section with the other units that need to be healed. Also there is no risk of mismicro for the brit, since its not his own medic so he doesn't control it. |