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The one UKF sees ALL the frontline though. You can't hide from it without retreating away. Also, not to mention that the doctrine it comes in literally allows you to call in base artillery right after using the flares. At least with Spec Ops you need separate artillery pieces that can be destroyed. UKF artillery can't even be destroyed, it's just continuous flare and shell.
Also, isn't the UKF one automatic? I don't really remember, I think it was passive, was it not?
Of course it is not automatic. It is a regular ability costing 60 munitions. I find myself rarely using it because the munition is better invested into LMGs, base arty and perimeter overwatch. It can be used in combination with the base arty but because it only reaches the frontline areas this is not particularly strong in real game scenarios.
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Because they allow non-counterable recon without any requirement for 60 mun at a click, that's why. They give excellent recon for arty and force your opponent to move.
To be honest if this is the level where you'd say that abilities can't be compared, then you cannot compare much in this game at all. Yes, they are not identical and function slightly differently, but they are quite close in terms of effect. The main difference is that UKF does not give visual behind the lines, but makes up for it for way larger area.
To be honest I find the UKF one even more annoying since this ability scales way too well for team games. One UKF player can give recon in almost all important places for all of his team mates every 2-3 minutes. It just scales too well in larger modes in my opinion.
Spec Ops flares are way stronger IMO especially in combination with things like Stuka CAS or other off-maps. The UKF one is not even close to being that cancerous. |
Really? No one?
Alright, then I'll do it:
*clears throat*
Brits have almost exactly the same ability REEEEEE!
Having said that, I agree. All these abilities should go. No offmaps, all can be put on main line infantry similar to Panzerfusiliers.
They are very different abilities. Not sure why they are compared at all.
UKF recon flare = random flares in all frontline sectors
OKW spec ops flares = flares at select target location available all over the map |
The important question is: How to reduce FPS drops in teamgames.
1v1 has no fps drops throughout the 1h game. 2v2 has some, once both sides are at 100 cap. 3v3 starts getting stuttery at 15-20 minute mark. 4v4 is a general shit***w unless you have a brutal system.
I have absolutely no frame drops in 3v3. |
If normal Grenadiers get buffed what is the reason OKW even exists? Volks are not even better than Grens in combat strength as it is. The only advantage they have is sandbags and not being locked behind a tier. |
What I would like to see:
A CoH Ryder Cup
- 2 (or 4) Team captains chosen by the community / organizers
- captains can select players for their teams
- All game modes are played in the tourney: 3 1v1, 2 2v2, 1 3v3 match, 1 4v4
- for every won match the team get a point
- players can only play 1 game mode
I think this could bring a lot more excitement for the community: Team captains had to decide who they pick and in which game mode the players have to play. Team chemistry would also be important. And all game modes would be represented not only one.
Thank would be cool yeah. |
We had plenty of 2v2 tournaments in the past.
1v1 is actually not the "main gamemode" as suggested in this thread if you look at the playerbase. 1v1 is by far the least played game mode. |
Honestly I just want to see at this point how well deserved nerf of VSL\Fast PGs\Osttroopens and other bandage fixes, will open ppls eyes on how "gold standart of a faction desing" was cheesing its way to the top for quite a while now.
I think you underrate Grenadiers so I don't really agree with what you said earlier about Grenadiers being laughably bad because they really aren't. One thing that is also often overlooked is that they have significantly longer snare range and arguably the best grenade amongst all mainline infantry units due to it being bugged half the time and not requiring side-tech.
But I do agree with the quoted part in a sense because I also don't understand why people think Ostheer is the gold standard of faction design. This is a myth that has been repeated so many times by "certain users" that people started to believe it. |
Please eleborate how you can hold the line against tommies\rifles, without HMG support (260MP) or having ratio 2to1(240MP+), early on. In case you ask, point is being you are froced to have x2 MP more of units in a one place in order to hold back x2MP less worth of units. Rifles\tommies cost you 280\270mp but you need 480mp worth of grens to force them back.
Yes, thats the point, more expensive rifles can lose to cheaper volks if played wrong or charged badly. More expensive Volks can lose to cheaper Cons, if they allow them to get close without beating. On the other hand Grens cant provide enouth of a DPS to realistically force away pushing rifles, even if its a piss poor push, the same way grens cant realistically get to the mid range to beat tommies.
Pretty much the only way grenadiers can somehow win engagement is if your enemy makes a very stupid mistakes.
And Vanilla volks can beat vannila Tommies at close range, point is being that you cant realistically get to the close range, if its not from sight blocking ambush.
And thats why soviets are generaly showing better results vs OKW, rather then ost showing against WFA (without utilizing the cheese like osttroopens, ass.grens, VSL) because match up vs OKW while being harder (in terms of inf vs inf play), it plays almost the same as vs Ost early on and doesnt contradicts with soviet faction design.
Ost on a at least semi competitive level forced to avoid intentional desing and either rely on fast tech into T2 with double MG42 (in teamgames mostly) or chose commanders which pretty much compete faction early game changers.
This doesn't make a whole lot of sense to be honest.
Why do you ask how Ostheer is supposed to hold the line against USF and UKF without MG42 when Ostheer is designed to be played around the MG42? It's like asking how USF is supposed to hold the line without Riflemen.
Grenadiers are 240 MP and rightfully lose most 1v1s to Riflemen and Infantry Sections because if they didn't Ostheer would just instant win every game. Grenadiers aren't even really that much better than 4 man Infantry Sections and can also beat Riflemen on long-range so it's well balanced as it is.
Volks do not beat Riflemen at any range unless max-range green cover fights. Same as Grenadiers. You would be surprised if you tested charging Riflemen against Volks. Riflemen can close in from a considerable distance and still win.
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