I just did a test, when t34 vs kt facing the front, only 2 shots penetrated out of 10. Not moving, T34 really is not a game changer, even you have more than 3. Unless you have endless fuel. The accuracy T34 has is really bad.
80 fuel tank vs 300+ fuel tank, what did you expect lol.
How about people just calm down, get used to Soviets now requiring effort to play instead of being an a-move heaven. If you still want to have an easy time with Soviets, just maxim spam supported by one or two penals for that nifty at satchell and then get those lovely t34-85s out.
Cons need a buff if anything.. |
I have tested it further, for another 4 hours, and the Soviet M4C Sherman call in cooldown is too long at 2:30 minutes. It needs to be 2:00 minutes.
As for the added changes in 1.1 and 1.2: |
Seems legit |
My thoughts on this.
Buildings can make or break a map, but in order to have different play styles be available they need to be present. The issue with buildings mainly comes from stone and up, as they have 2 - 4 times the health of a wooden variant.
The issue of windows and such, well that can only really be resolved by using "confusing" sight blockers near the windows, what I mean by this is Hedgerows mainly. Other than that we (the mappers) are limited by model choice as there is only a preset selection. We also have to account for people that can't / simply refuse to move their cameras in game. This is due to some buildings having no windows on certain sides (2 story wooden house near south base on crossroads). What I am trying to get at is there is really no middle ground, unless you pre damage the buildings to get the garrison strength percentage in line with other buildings that are supposed to be the mimic of it.
Just to give you an idea of why it is a pain:
The buildings are measured in 3 dimensions 1x1x1 is the smallest you can get (also just to mention almost all buildings from vcoh are only in 2 dimensions in measurement), and sadly the scheme is completely arbitrary in the worldbuilder.
In the below screen shot, all buildings are the same "size" but have completely different garrison strengths.
If we were to make the church the same strength as the middle wooden building, we would need to drop the church to a 32/111 garrison strength, which would fix it seemingly simply right? Wrong.
See if the building strength goes below 50%, it becomes ungarrisionable and is now just a pre-destroyed building, making it not possible to balance certain models in a map, this is further punished by using only one group in a map to reduce lag (there are currently 5).
So for some maps, having destroyed buildings everywhere (thematically) makes zero sense, however, is the only real solution for fixing the garrison problems, or more accurately improve the issue. This would allow some factions to use garrisons, but at the same time a player could also more easily be punished for over staying their welcome. OFC some factions would still struggle, but it wouldn't be insane like it is currently.
Hopefully in the future a project will actually come to fruition and some issues with maps can be addressed, until then I hope this sheds a little light on the issue.
Thank you for this information, it sounds troubling.
Wouldn't it just be an option to not put garrisons directly next to a base entrance or cut-off or muni/fuel point. Can most maps be reworked like that? |
I find it annoying that currently your first unit has to be used to rush to the most important building (especially in team games) to occupy it for your upcoming MG (sucks to be OKW).
This simply takes A LOT of variety out of the game because there is a point on the map where everybody is going in 9 of 10 times.
yep.. |
agree, but every faction has be designed to get building clearance method.
okw get free tech fire nades on volks, probably the best grenades in the game for their price.
brits get an awesome mortar emplacement, that can clear every single building until the end of the game and get a few wipes on ennemy squads.
I am not even speaking about the commanders brits & okw that give flamthrower.
You do understand that if someone camps your cut off you will never get that truck or mortar pit up as fast as you normally will? This means more resources for them, less for you, faster tanks for them and gg.
What kind of reliable strategy is it to pick one doctrine every game because map design is flawed and places big ass buildings on your cut-off, muni/fuel points or on the entrance to your base?
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Unfortunately, there are very few people queueing for mod games, which means I haven't had the opportunity to personally test stuff by myself a lot. With few people queuing up, there's bad matchmaking, and I haven't personally faced or used Artillery Cover in a meaningful way.
On paper, however:
- Yes, perhaps gun loader critical duration could get increased, if the ability is UP. However I have no opinion on that, yet.
- The ability should be a decent, affordable generalist ability that covers a big area. The other 50% of doctrine's power should come from the forward observation post ability, which is currently useless.
Loader crit is fine as it is. Tested it a further couple of times. 5 seconds is the sweet spot.
Edit:
Tested the Soviet Sherman call in further as well. 2:30 cool down is too long, 2 minutes would be better. |
It's arbitrarily stupid and gets your infantry killed more often than not. Thanks.
I'm talking about Sprint from Rifle Company and Ostheer Tactical Advance ability on infantry. I want to bash the head of the person who thought it was a good idea.
I think Relic fired them. Happy hunting. |
Almost all maps have this issue where one side has this unforgiving garrison on either its cut-off point(s) or some important resource point. Some maps even have an important garrison parked right next to a base entrance. Where you spawn is beyond your control, yet you can get punished simply by spawning on the wrong side and having to dislodge your enemy from the garrison, or you have to guard it yourself or risk having it taken by your opponent.
This annoying dynamic is present in almost all maps and can throw your entire game off. The results can vary from map to map, but most of the time when these garrisons are taken by your opponent, you are on the back foot. It can either mean that your opponent can efficiently camp your cut-off and decap it , efficiently camp your fuel/muni and decap it, or camp your base entrance. This will result in you having a significantly harder time.
This needs to change for it is simply unacceptable. Is it possible that the fixing of these situations on maps could be added to a future patch? |
The power of AoE healing. And Brits don't even have to retreat.
Soviets have it worse, they can't let units self heal either, at least Ostheer infantry can do this.. |