I didn't say it is OP , I said it is fine as it is , and I may be wrong that is why I am asking actually.
the reload reduction from 5-ish to 3.25 s may sound pretty over the top at first glance, but if you factor in additional delays (wind up/wind down, aim time, etc) it comes down to about a 30% increased ROF. that's pretty substantial for sure but i don't think it is op, simply because we're only talking about the barrage here, not autofire. i'd expect the 120mm to be quite a bit better than the pack howie at close range and about equal at max range with these changes, but we'll see if that turns out to be too powerful. at the very least it's likely that a lot more people will try this thing out again for once after being left in the dust for quite a while, so it should become pretty obvious rather quickly if this buff overshot the mark.
i gotta say i really like the current approach in the commander preview, kind of a hybrid between the old relief infantry and recoup losses. not sure why you'd say you have to choose between getting a free squad and cheap and fast reinforcement, typically the duration is long enough to benefit from both...
btw, where's the option 'everything fine' in your poll?
Were there any specific actions done to trigger it? Was a unit killed by the barrage?
i encountered the same thing while testing the sexton's creeping barrage via the cheatcommands mod quite frequently. i thought this might be related to the mod or the settings therein (no CD), since i've never seen it in vanilla before. but then again i haven't used the sexton in a regular match for a while either...
Also another idea from Widerstreit for the LeIG18 this time around:
Direct fire mode that could make it into a makeshift sort of AT gun giving the medical HQ more practical choice as well as a high angle indirect fire ability.
Maybe something that can be added to Firestorm as part of some sort of package along with the napalm shells?
i remember this used to be in one of the official balance previews a couple of years ago and it worked quite well as a supplementary source of AT (think it did 80 dmg per shot).
not sure why it was dropped in the end but i'd also like to see this return in some way, either doctrinally or even as a stock vet1 ability.
people in this thread should seriously calm the fuck down a bit. i can understand the frustration about changes seemingly going in the wrong direction and there's nothing wrong with making that clear. but, here's the catch: if you want to be taken seriously or get a response then phrase your posts accordingly and get your facts straight. i don't know what kind of upbringing you've all had but how can it be so difficult to voice your opinion in a way that is not overly condescending or outright insulting? it's also just the first iteration of the balance preview and it was already made clear that not all intended changes made it in just yet. pretty sure there's still some stuff in the works for USF in particular, as it seems to be the faction with the least overall tweaks so far.
in any case, i agree the riflenade change leaves a bit of a sour taste as the added micro tax didn't get compensated by improved performance. there should at least be a cost reduction if other stat changes are out of the question, but i'd rather see the grenade improved a bit (e.g. higher fire rate or lower fuse timer).
the e8 changes also go not far enough in my opinion. the +5 range is nice to have but as others already pointed out that won't change the lack of AI the unit suffers from, nor will it compensate for the low fire rate.
some sort of AI skillshot, be it a fragmentation round akin to that of the IS-2 or simply a WP shell might be a good addition to help out in that department. otherwise i'm afraid the only aspect where the E8 will be on par with the comet is its cost.
Panzer IV Ausf. J
The unit is almost a vet 2 PzIV and does not really bring much to the table, redesign the unit to be closer to 76MM sherman with lower AI but better higher penetration so it can fight Allied heavy tanks better.
lol what? that thing is easily one of the best medium tanks in the game... high armor, great ai and adequate at to fight most allied tanks head on. if you want to engage heavies then a panther is obviously the better choice, but for anything else the pziv j is the best ostheer has to offer.
They might have lost some shock value, but overall I'd say they got buffed:
AT Partisans
- Require upgrade time
- From 2 CP to 1 CP
- From 280mp to 210mp + 60 munitions
- Vehicle Detection added
- From rifles that were team weapon crew equivalent to rifles that are guard mosin equivalent
- 23% lower veterancy requirements
- From 8 to 5 pop
- No longer need tech for AT nade
- (Not sure if some of their previous veterancy got brought over to them)
AI Partisans
- Require upgrade time
- Can be reinforced up to 5 men once upgraded.
- Cost from 210mp to 236mp (reinforce included) + 45 munitions
- From 4 to 6 pop (reinforce included)
- No longer need tech for Molotov
oh wow, thanks a lot for the detailed breakdown and clarification! this looks much better than what is stated in the patch notes, AT partys now coming at 1 cp is indeed a great change and i have to admit that i've overlooked the part with the kar98/guard mosin equivalent. the cost/pop reduction is also awesome and should help to make them more affordable early on. still a bit unsure if the high manpower bleed will allow for builds with more than just 2-3 supplemental squads, but time and testing will tell.
Nor did it get created for all the people begging for it since their game crashed all the time.
It got created because of Microsoft and money. They don't give a rats ass about the community. Their game was a crashing pile of ass for years. Never heard a peep from them.
i mean, seriously, what else do you expect? they're a company, not charity, so ofc whatever they do has to have the prospect of earning them some money down the road. i'd say they don't care less about the coh community than any other major studio/publisher would. and the fact that there's a new cm right now plus a major balance preview in the making gives at least some hope that there's some rekindled interest in keeping the franchise alive and well.
also the game ran fine for me with the occasional bugsplat here and there for the last 5 or so years, so that 'crashing pile of ass' may be a sad reality for some people, but it's far from the general rule.
Partisan Tactics:
- Your changes won't make them work, because their only shining moment was the initial moment they were called in to wreck a heavily damaged vehicle or kill weapon crews from behind. With the two upgrade paths this moment is gone now, absolutely wrecking the Partisans commander beyond repair. Their real problem was always their combat value after this initial moment. Too squishy, too much bleed. Maybe they should get a fifth man with the T3/T4 upgrade for Conscripts and Penals? But keep the two different call-ins please and change them in a different way.
i haven't been able to test it yet (do they still come at 1 cp?), but from how i read the patch notes i have to agree here. unless the sidegrade is more or less instant i'm afraid pretty much all of the shock value after the initial spawn is gone and their base stats offer way too little to redeem this. partisan's reinforcement cost is still too expensive given their overall defensive stats and their damage output (both AI and AT versions) scales rather poorly into the lategame as well.
adding a 5th model on vet3 or at least some form of reinforcement cost discount would really help out in that regard. also, i've been floating the idea of providing some form of on-map reinforcement from ambient buildings (e.g. when spy network is activated), which could give them a bit more longevity during engagements where they'd normally be forced to retreat.
in any case, i hope there's still something in the pipeline for later iterations of the preview beta to give partisans some more general purpose in exchange for the lost shock value.