I agree wholeheartedly.
There was a change included in a balance mod at some stage where once these units were in combat the sprint would deactivate. Probably would be a good idea to include again.
That'd be a great fix. It's also a really cheap ability for what it does, so IMO cost could go up to like 90-100 muni. |
I agree on OKW and UKF flares, but throwing the SOV flare in there too is a bit far fetched.
It requires a vet 1 mortar in range, so it can only be deployed on the front line and you can counter the strategy by wiping the mortar with pushing it or artillery. It also is a bit more micro intensive. OKW and UKF flare is just a two-click ability and you see what you want to see. Nothing else involved.
EDIT:
81mm SOV mortar (standard version) does not require vet to flare, 120mm mortar does need vet 1
+1 |
The issue with the Rak is that it dies to a sneeze. If it doesn't have retreat, there's no point in using it because it will just inevitably end up in enemy hands.
Not anymore. It's five men now, remember? And it only has 5 less range than real AT guns. Almost as hard to wipe as the soviet one now.
Inb4 "but gunshield". Gunshields don't actually provide cover.
Next they could try to give it camo, but no retreat, I think it just can't have both
That's what it used to be in the first iteration of the balance patch. They never did the other way around but IMO it should have camo and not retreat if anything. |
So the only AT gun with nondoctrinal camo also now only has 5 less range than other AT guns but also gets an extra man and retreat. Aight.
In all seriousness, I think that's a bit much too, and even though the camo creep BS is going to be gone, retreat is going to allow people to still be absurdly ballsy with the rak.
The issue I see with retreating AT guns is that AT guns function all on burst damage anyway, not like infantry squads that have fairly low reloads and for all intents and purposes are constantly firing their weapons, but with the rak you can just get that one shot off and retreat before taking practically any damage at all with very minimal risk of being wiped, bar lucky explosive shots. Imagine trying to wipe an almost full health volk squad on retreat constantly. That's the issue I see there, only exacerbated by camo too (which is at least locked behind vet1 so it'll take a bit of effort). Think people just sitting two raks in camo and taking half the health off a medium in one volley and then just retreating, or staying the extra 4-5 seconds to get another volley off and kill the tank if it isn't supported by like an entire army and still get away with not that much risk. |
Make Rangers 2 CP, considering all other elite inf is 2 CP now except falls/airborne
Except falls are 2cp now lel. IMO if anything needs a CP reduction it's airborne since they're a lot less tough man for man.
Not able to confirm atm, but isn't the 105mm sherman bulldozer (the howitzer one) at a laughably high CP requirement (like in the teens?) now compared to all actual heavy tanks? I know it's not tied to tech, but maybe just even tie it to tech and then lower the CPs I guess. |
You ever played the game? Ever saw the hidden savespots for empacements? Corners you will never pass with a counter?
Come, dig a hole for yourself. I don't want to read your content anymore.
If he builds a bofors around a corner or behind a shotblocker he's an idiot. All you have to do at that point is flamenade it into oblivion as OKW or get a flametrack and attack ground as ost. Hell, flametrack should be the first thing you do as ost since he can't get an AEC to counter it. |
And refund all the players who bought the commander?
I think the entire commander should be reworked from the ground up with an entirely different (less cancerous) theme. I would say the same about emplacements too since they're incredibly annoying but super niche and terrible at high level play but also super annoying and boring to play against and even with, but it's a bit late for that. |
I THINK the sound bugs and no warning queues have to do with the game code design to not clutter your ears with 50+ game lines at the same time. So when your squad says "on the move" or something, for a set period of time you won't get a grenade warning etc. That's my interpretation at least on why this occurs. Older games did not have this QoL aspect, and instead you would get clusters of information at the same time. This explains why CoH1 wouldn't have this issue while CoH2 does. It is something adopted probably within the last 10-12 years of games.
Sometimes the actual sound of the riflenade bugs too. Like the launching noise. It'll sometimes play super early or other times seem to play really late or not at all. |
They are both perfectly counterable, it's just harder to flank anything in teamgames where you have multiple armies to fight and ignoring them isn't an option because the other armies will make up for the lack of AI that the Elephant/Jagdtiger has.
I also like how you didn't mention the ISU 152 as if it isn't ever a force to deal with.
ISU doesn't 3 hit mediums from range 100 or whatever. ISU is great and absolutely erases infantry but a) it doesn't get shot at by pack howies which is literally the only reason I didn't mention it b) elefant and jagtiger basically hardcounter it the same way jackson hardcounters PIVs so it's more manageable. |
I'd rather see the cost dropped to around 100 than have it buffed a lot. It got better when they moved the rockets in closer but it still misses a lot. It's terrible compared to Sector Assault. The AT is much worse and has no AI, but they both cost 250. If the cost was around 100 then it would be the equivalent of Fear Propaganda for tanks. It still wouldn't kill anything but people would probably move their tanks out of the circle on the off chance that one of them would get damaged.
IMO that'd be kinda OP though. It'd be too spammable for how long it lasts, even considering that it gets shot down so much. I'd rather see a 100 muni rocket strafe just like the soviet airborne one. I understand you have no t34s as USF to ram, but there's still ways to make it work without ramming. They could even toy with making it a little bit faster if it's given to USF; the Wehrmacht CAS commander one (the strafe) is pretty fast IIRC. |