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Good that they are adding these maps to the game. My only problems are why are so many of them urban? Is it too hard to ask for some more open maps with some greenery on them?
Also the maps are only for 1v1... Most of the community plays in team games so will we be getting some maps for 2v2 and 3v3 at least? the current map pool is full of crappy maps and its getting really bland to play. |
Just because you got fucked in one game by a ST doesn't mean it needs to be nerfed. The ST has a long reload time and nearly every nearly shot you fire with it has to do decent damage or else you aren't getting much from it. It isn't as easy to use as you might think either. The su85 like you had is a good counter to it but it will rarely finish the job if your and opponent is smart and you don't have more support. Usually you will need to flank it and sacrifice a tank or two to kill it but it will be worth it, as buying a new ST without vet will be a liability in the late game with such a long reload.
On your dot points you listed
1. The damage has to be damn good its a sturmtiger, do you want nobody to use this thing?
2. Not sure why a hp nerf is needed, the tank is vulnerable whilst both reloading and firing as it must be stationary. Also its speed is the main weakness you should be exploiting.
3. The range aint even that good.
4. 160 fuel might be tad low but 240 fuel is that a joke? The sturmtiger is not better than the is2 or ISU, they have different roles and excel at different things... btw what drugs you been taking give me some. |
Mostly great suggestions however I would also buff the underused commanders more, particularly the call in inf such as ass engis, paras, and ir pathfinders/normal pathfinders. As of right now there is little incentive to use these units as riflemen already do their jobs well enough and scale better too, so a reduction in their terminator vet (maybe something small like 5/10%) would be nice. Giving rangers more utility(abilities) like from Ardennes assault and reducing their received accuracy will make them more like elite inf rather than the currently boring terminator squad that runs up and kills things.
Adjusting the many shite/overpriced abilities in usf doctrines is good also such as the forward observers, 180 muni time on target arty (when major arty is 60 lol),125 muni strafing run which is hit and miss, expensive paratrooper drop etc.
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You haven't missed much at all. Only thing they have added is a shit load of skins and people are starting to get sick of it. Judging by Kyles comments on coh2 forums, there will be an upcoming balance patch but god knows how long that will be. |
They could have at least made the skins free. Relic is just taking the piss now |
Needs some work and I believe it should very much be a meatshield tank. I'll plug my suggestions here:
-Veterancy 2 Horizontal Traverse Speed removed. Replaced by an aura that boosts nearby infantry, increasing accuracy by 10% while reducing received accuracy and cooldowns by 10%. 25 meter radius.
-Veterancy 3 Reload modifier removed.
-Veterancy 3 Speed and rotation modifier from 1.2 to 1.15.
-Veterancy 3 allows the KV-1 to repair 1.25 health every second when out of combat and increase the tank's health by 160.
-Health from 800 to 960
-Vet 1 to "Defense Mode" from "Capture Point". Defense mode halts all movement of the tank in exchange for 0.8 recieved damage and lowers reload speed by 0.85.
Now you have a very tanky vehicle. It doesn't kill much at all, but it's a very annoying meatshield to deal with. The aura might be too much, but it could be a timed ability. I don't think it would need limits as you would feed TDs XP, though Mother Russia could use some looking at. It's like Valiant Assault, but way better since you get an armour bonus.
Veterancy requirements might also need to be increased with these changes.
I think giving the KV1 a command tank style aura is pretty ridiculous and unnecessary. The implication it could have on allied inf vs axis inf matchup could be quite drastic even if the bonus is quite small. Cheap soviet inf+ aura buff could see them walking over germans who are arguably weaker in this department already, not to mention that wher often has to crutch on the command tank just to remain on par.
I like your other suggestions though, however I would like its combat stats buffed a little so it can be meatshield whilst still being decent in battles. A accuracy increase to its main gun would be nice as well as better hull and coax mgs like the t34s. GG's also mod made a good change by putting the kv1 in soviet t4. |
Yeah its pretty bullshit, cost and time should be doubled, or even have it removed all together. You could argue that usf needs it more than other factions though since their tanks are weaker. |
I think giving the isg smoke and buffing/reducing the cost of the flak ht is a better idea. Adding a mortar ht would make the isg even less viable of an option. |
Off the top of my head, I can also think the following:
- Sappers being unable to upgrade both Sweepers and Heavy Engineers at vet3 at the same time (however, they can do both at vet0, vet1, vet2)
- Churchills/Comets can throw grenades on the move, if you know how to
- Otherwise, it's impossible to cancel grenade throw on these tanks, making them sitting ducks for 3 seconds
- Commando smoke grenade actually prevents them from using stealth
- Commando ambush sprint will sometimes prevent them from using their weapons, even after stopping
- Commando ambush will, sometimes, even trigger mid-combat
- UC Vickers_k gun is uncontrollable, even though it's the only gun that suppresses
- UKF can't call in new sappers if their T2 is destroyed (they can only make new sappers out of T2)
- Firefly Tulips will also stun infantry (if they don't wipe it outright)
- Vickers suppression is way too low vs yellow cover
- Anvil Airburst shells have no travel time; i.e., they can land instantly the moment the flare is fired
- Anvil advanced warning (territory point LOS) doesn't work
- Hammer vehicle sight will fail to refresh the sight duration if the vehicle was "visible" when hit
- Churchill Crocodile turret gun is uncontrollable. Even though the gun is actually decent vs infantry, It seems to prefer attacking vehicles, which it can't hurt (due to its pathetic 80 damage).
- Churchill Crocodile has a 2nd, hidden, flamethrower weapon which is uncontrollable, and has been untouched by nerfs (high rate-of-fire, long range).
- Tommies/Sappers/Commandos get 3 different types of Bren guns; but only if they pick them up from the racks. Picking a Bren up from the ground only gives access to the Tommy version
- Hold the line is both bugged, and extremely OP if it ever manages to trigger
- Artillery Regiment perimeter overwatch has no chance of ever working (guns need to reface to attack). Better disable the ability to prevent accidental loss of MU due to a missclick.
- Bofors will continue to barrage, even if the garrisoning squad exit moments from the ability triggering
- Command Vehicle ability will become permanently unavailable if the previous command vehicle gets abandoned (as opposed to getting destroyed)
- Tactical support air supply will, very often, drop the AT gun at an inaccessible location, when used inside the base sector
- The whole, Vanguard glider shenanigans (can't call in new officer until glider is destroyed. Can't call in new glider if previous crash-landed, etc)
- Glider entities occupy a massive portion of the screen once destroyed, making selecting units inside that area impossible
- Brit medics (like USF medics) will, sometimes, stop auto-healing nearby injured troops, making them a pain to micro.
- Airlanding officer charge is so damn OP that its stats have to be a bug. Right?
Obviously, many of these abilities will have to be toned down to make them balanced, once they are fixed. However, bugs are annoying, and they drive people away.
Jesus christ the amount of bugs in this game never ceases to amaze, especially since this is only like 1/4 of the actual total. Hopefully some of these are fixed but i'm probably being too optimistic. |