doesnt really matter much as relic has decided that mapmakers (whiteflash) are allowed to disallow abilities like the one above (and also forward HQ and brit FOP) and still be featured in the official map rotation. on some maps (as white flash plans to disable abilities he doesnt like in all his maps) this one will be a 4 ability commander
yeah i see a problem with this, too. though i can somehow relate to the sentiment that forward HQs are hard to deal with on certain maps/buildings, whiteflash's solution to this is highly unintuitive and effectively breaks certain abilities without any feedback to the player as to why it wouldn't work as expected. now that's totally fine for tourneys or custom games but should imho not become common practice for maps in the automatch rotation. |
i think everyone will agree that infiltration units in particular were hit hard by the adjustments made to reduce the 'cheesiness' of easy retreat wipes or vehicle kills. this, just to name one example, is very obvious for the soviet AT-partisans which used to be a reliable anti-vehicle panic button when they still had their snare available upon spawning. with that gone (probably for the better gameplay-wise) they now seem largely obsolete since outside those surprise snare/finish scenarios they don't offer much for their cost anymore.
i'd say ideas such as the spawning delay floated by roastinghost would surely help to make these ambush setups, and hence infiltration units more viable again, but at the same time feel less frustrating to play against as more planning would be required to pull them off.
another thing that could give the special spawning mechanics of these units more relevance would be to increase the availability of on-map reinforcement to some extent. currently this is only available for paradropped squads, and here also only under very limited circumstances, i.e. a nearby beacon for US paratroopers or activated airborne assault for OKW falls. a greater reinforce radius for the beacon and a prolonged duration of the on-field reinforcement effect for airborne assault (after the attack planes already vanished) might be an idea to achieve this and render their peculiar spawning mechanics a bit more meaningful. maybe something similar could even be implemented for infiltration squads, like partisans being able to reinforce from ambient buildings whenever spy network is active. |
Potentially [Falls] could also focus more on diversion and swap the booby trap ability from Obersoldaten. This would probably be a good change overall since Obers come already loaded with two grenades and a vet suppression ability. Technically, I could even imagine them to have a more "dig in" type of design, allowing them to build trenches (possible in non-friendly territory only).
i like that idea a lot. booby traps would be a much better fit for falls as some kind of diversion/sabotage type ability. maybe they could even get access to some sort of light AT mines now that they've lost their snare. |
Considering whatever anti-cheat relic uses is entirely serverside that would be impressive considering it can only see the information that you're sending to the server as you're playing the game. Incredibly low odds of non-game related false positives given the circumstances.
The most likely scenario here is that Relic hadn't touched their anti-cheat in months/years so whatever anti-cheat exploits existed were abused by cheat makers for the longest time until someone over at Relic finally woke up and did some research resulting in a massive anti-cheat patchwork session that nailed all the existing cheats in one big swoop, including Seeking. This instance of him cheating may even have been the catalyst for Relic to step forward and update their anti-cheat. (Though given we'd gotten a new community manager it might have been on the docket for a while beforehand and this cheating scandal just happened to coincide with plans to upgrade the anti-cheat.)
well whatever anti-cheat measures relic has at their disposal, it's reassuring to know that these - apparently - extend well beyond the visual analysis of suspicious replays the community is limited to, which in itself will always yield circumstantial evidence at best. let's just hope they keep stepping up their game against any future exploits and have the banhammer ready to strike whenever it's due. |
My issue is the lack of consistency. I also find the vet 1 ability to be very underwhelming, I don't think I've ever seen it get a wipe all the times I've used it though it does heavily damage whatever it directly hits. Takes a long time to fire too, which I understand because it would be silly if you could just walk up to an AT gun and instantly use an ability.
I feel like it should do more though, increase the ammo cost even and make it something that can reliably punish a blob. It already has the warning indicator when you're firing and it takes a few seconds before it fires so there's plenty of time for an aware player to avoid it.
Other than that I really don't have many problems with the IS-2 other than its horrendous pathfinding sometimes.
yeah i also feel the skillshot is somewhat underwhelming, not because of the damage output and AoE (which both are huge), but rather due to the overly long aim time. this makes it feel clunky and kind of awkward to use against anything mobile enough to move out of harms way during the extremely telegraphed wind-up/aim animation. it also doesn't help that the fragmentation round won't benefit from the vet 2 range increase, so you'll pretty much always be inside the sight radius of your target.
if it were up to me i'd probably either try to cut the aim time in half or increase the range by 5 or 10 m to allow shooting from beyond visible range. if that proves too powerful, a price increase might be in order to balance things out a bit. |
Main point here that four entities is low count for parachutist and should be increased. One could even give luft 2 different types of Falls an infatry(or infiltration) version and airdropped one
not sure what this has to do with the possibility of porting units from OKW over to Ostheer, but for what it's worth i've never had any problems parachuting my 4-men falls into the battlefield, nor do i think a higher model count would improve anything with respect to deployment. if you apply common sense when using any of the airdrop abilities, i.e. stay away from hedges, trees and especially enemy unit concentrations, they'll mostly land just fine in my experience. in fact, i'd wager a larger squad size might even increase the odds of one or two models ending up entangled in a tree since USF paras, for example, appear to be spread out over a much larger area upon landing. |
T70 and ostwind have it as well, so do all general mines. It woudnt be a problem if the brum gets it imo.
the fact that other units have it doesn't automatically make it a good solution. it's highly counter-intuitive and, as far as i'm concerned, should be some kind of last-resort attempt if other AoE adjustments don't work for whatever reason. i don't think the brummbär needs an AoE overhaul anyway, a bit less acceleration would probably be enough to keep it from escaping sticky situations where it normally shouldn't. |
The river system has the right to be in the game. Many do not realize but forcing rivers was a huge part and problem in WW2. What can we say, the Allies organized three airborne operations to preserve bridges or cross the river (partly Overlord operation, Market Garden, Varsity). On the Eastern Front, there was one airborne operation to cross the river - the Dnieper airborne operation and one canceled - an airborne operation to cross the Danube. There may be more valuable resources or a better position across the river.
while that may all be true, historical significance doesn't automatically translate into good gameplay elements. for example, there are already a couple of maps with an overabundance of choke points in the form of bridges in the game, and i guess you'd agree those are not exactly fun to play on (outside of compstomps maybe). |
Literally first bullet point on hints for commander revamp patch strictly mentions no to unit swapping between factions.
yeah, hence the preface. but thanks for pointing it out again once more, i guess. |
Imo it would better if parachutes fallschirmjägers become available to Ostheer instead of OKW.
well if that doesn't raise any red flags due to swapping units from one faction to another, i'd say fallschirmjägers could be quite a good fit for either of the two luftwaffe-themed ostheer commanders, at least thematically. still, at the same time i can't see any good reason why OKW should not have them or why they should lose their parachutes and spawn from houses instead. |