Please, teach us. Grace us with your knowledge.
I have one for you: How about making the game more fair by normalising teching structures, so that certain factions don't get fucked by your team's refusal to put balance over the asymmetrical bullshit we had to endure for all those years?
And I have another one for you: How about normalising repair speeds across the factions, in order to make tank play from all factions more enjoyable?
Well, I guess actually taking players seriously is out of the scope. Which is not surprising, considering Relic's idea of community management over the past four years. Doesn't mean it isn't disappointing though, because Relic used to communicate on eye-level with its players in the distant past. Oh well, it ain't my selling figures that continue to drop with each and every release... |
If the Soviet player isn't brain dead he'll retreat the mortar once he sees the smoke, and MGs.
In which case you have gained map control, which you should use to your advantage. Ideally that includes capture points, otherwise it will mean you will have made a dent in his frontline that you should use to manoeuvre a spearhead into his flanks. |
All heavy armor requires rebalance. Now most of them are useless, because could be easely eliminated/pushed by at guns and medium TD.. except KT and Tiger ase - less or more game changing units.
Considering the Tiger Ace comes with massive downsides, how exactly is it overpowered when the normal Tiger is not? Let's just say it is overpowered, how exactly would that make the normal Tiger at vet3 not overpowered? And at the same time, how would that make the IS-2 at vet3 not overpowered, as most of the veterancy buffs are percentage based (except the ones where the Tiger has an advantage over the IS-2), and thus the IS-2 actually becomes better with vet than the Tiger? |
Oh wow, this thread again. Yeah, let's buff the IS-2 even more, it's not good enough against something like a Tiger, despite the only drawback being the longer reload time (negated at vet2) and the slightly shorter range (negated at vet2), compared to the Tiger... |
Sturms plant mines even faster, it's just absurd.
also, S-mines need also to get looked, you can plant 4 s-mines (sufficient for a squad wipe) in 6 seconds and it only costs 15 or 20 munitions.
You are simply wrong on that, Sturmpioneers plant their mines at exactly the speed Pioneers plant a single S-Mine field.
On top of that, you are wrong about S-Minen as well, they do 40 damage each and (unlike all mines except Soviet tripflares) are capped at killing one model maximum. Four S-Minen thus have a damage potential of 160, which is just enough to kill two models. They also have less penetration than all other mines, allowing even a Universal Carrier to drive over them without taking any damage, and they come with fucking signs around them.
Ergo: If you lose a squad to S-Minen, you are either among the most stupid players of this game, or you didn't keep an eye on your backyard (to prevent a player laying mines in your retreat path) and didn't use healing, which means you are among the worst players of this game. Take your pick… |
Stop distorting what I say.
The reason why the other Railway Artillery commanders are subpar is not because they are unviable. It's because some of the other commanders are completely OP (notably those with Stuka Dive and JU87 CAS)
If you can chose between an OP off-map with a mobile Elefant, why would you ever pick a balanced Railway Arty with an immobile arty-fodder Pak43?
So I actually can get an answer for once. And I could accuse you of the same thing, if you had read my entire post you would have gotten exactly the answer to your question.
And yes, those other commanders are unviable, just as the chosen commanders are OP - it is a mixture of those two things, not a single issue problem. |
Ideally, every faction should have at least 1-2 abilities that can fit the bill. Ostheer, in particular, also has railway artillery, which is cheap enough, which also does that. What makes Stuka Dive bomb so controversial however, is that nearly all the commanders that have it (except Storm) are already carried by the other abilities in the same commander.
- Jaeger Armor commander definitely doesn't need that ability
- CAS & Luftwaffe support should be better defined through their unique abilities, rather than let Dive Bomb dominate everything
Therefore, the question that arises is:
- Should Jaeger Doctrine, with the Elefant, also possess the hardcounter for Howitzers (Recon & Dive Bomb)?
- If we nerf Dive Bomb, should we compensate the other doctrines in some way (e.g., replace Dive Bomb with Railway arty for Storm, so that it's more similar to Soviet Combined Arms)
The problem with Railway Artillery (as you yourself noted) is that the commanders that have it are mostly complete and utter garbage (with the notable exception of the Osttruppen Commander, which is on the edges of being not utterly useless).
Then there is the second issue, that this idea places several completely differently performing abilities in the same class, so that some factions get a multi-purpose ability that is also their artillery counter, while other factions (like Ostheer in this particular case) basically end up with a worse version, because for example railway artillery is so slow that it can't be used for anything else.
And finally, your idea doesn't take the different ammunition sinks of different factions into account - as Ostheer, you are forced to upgrade your infantry, because they are inferior to anything but Conscripts without those upgrades. USF on the other hand doesn't have to upgrade every single squad to remain competitive (not to mention that Ostheer still suffers from higher wipe rates, which drive up ammo costs even further) and thus has an amount like 250 ammo much more easily to spare. |
That could be a nice idea. At the same time, however, this possibility already exists, and it comes with cool animations too! It's called Hull Down 
If you had ever used Hull Down, you would know why they are not the same: Hull down prevents any vehicle movement, including turning the vehicle. Which makes it inherently useless in most cases on the Elefant, because (surprising to you perhaps) it doesn't have a turret.
The CoH1 ability still allowed the vehicle to turn. |
Can we just stop with the "Muh realism!" shit now? The StuKa dive bomb should receive flares like any other bombing run, then we have to see if it is still OP, and then it should be decided if further nerfs are needed.
Raising both the cost and adding flares at the same time bears the risk of making the ability useless (especially on a faction like Ostheer, where ammo is always scarce during the entire match), which would make fighting against emplacement spam impossible in the current state of the game. |
Standard grenades might feel RNG because grenades drop-off and any slight movement will generally affect the AOE, especially when you get to the outer edges.
A USF Grenade goes from 1/0.75/0.25 in terms of damage with an AOE of 4 and a distance of 1/2/3.
Bundles could probably have their damage dropped from 120 to 100 as they still have good AOE distances. Gammon will always be an issue given its on a cloaked squad.
And since when did Axis have no real munition sinks? Soviets are the only one who no real munition sinks unless they go doctrines aside from mine or demo spam and....PTRS spam(?!).
Considering the ridiculously high price on the Bundle Grenade, any reduction in power should come with a price drop.
And many Ostheer players have started to realise how shitty a deal the lMG 42 is on many (not all) maps compared to the G 43, due to the massive reduction in mobility (or better worded, the massive amount of DPS lost when fighting at anything but max range, due to the model holding the MG constantly moving and realigning the gun instead of firing).
This in turn has led to a much higher availability of ammunition points, because the G 43 is cheap and plentiful. |