im sorry but the elephant alone is a huge problem already in 4v4 teamgames... JT/ISU/ELE are all huge problems in 4v4s...
and what do you suppose to replace this ability with? you cant nerf a non OP unit without giving it a replacement...
im sorry but the panther is very very powerful as it is 2v2 and below... things are different for 4v4s yes but 4v4 itself needs alot of work...
I think issue with long range tds in 4v4 comes more of an issue with maps being chokepoint lanes (cough port of hamburg cough) where their one of major flaws of being vulnerable to flank is made useless as enclosed nagure makes it hard to get to it without getting shot and struck to mines all the way. Effectively only way to desl with those scenarios is just mad bombrush if ele is in any way bad location or try to arty it. |
Sprint is pretty much only thing that allows them to get into combatrange effectively. With pretty bad ra (if i remember correctly) and weaponry only ever good at pointblank range, they require something, as they dont have storms smoke, ass sections wp, durability of shocks. Increasing cooldown of the sprint would be reasonable if something should be changed about it. |
Yea, thats something huh. Same with HoI, but then again CoH isn't aiming to be 100% realistic which is the cause that some guns/maps are the way they are.
Everyone vetoes this map, including me.
Shame. I have liked it always. It provides imo widest array of ranges that allow all kinds of units and commanders to shine. |
then do the same for kv1, kv2, kv8, churchills, bd shermans, sturmtiger.
One could, but again it would not serve purpose. I did not say change was deserved, but its not worth complaining, taking note how good changes ost got in general. |
wow more nerfs to Ost late game anti infantry.
why is brumbar armor getting lowered when it has to face cheap 60TD? I mean FF just got more buffs, Cromwells too!
KV1, KV8, Churchill, BD Sherman, even KV2, get the free pass?
More nerfs to VSL while 7 men cons are not? Shocks? Assualt Engineers? Commandos? All get the pass?
10 armour loss is such a insignificant change it grand scheme. |
Im quite suprised how little general mud is played. |
Cons also get the benefit of commander abilities that are tailored just to them. Ppsh packages, hit the dirt, repair kit. These all can further give cons additional benefits, but penals are left without any such luxuries.
While in contrast simular abilities eith ostheer often affect both pgrens and grens. Penals get only ppdhs from airborne tactics as something they can use. Giving those abilities that give cons domething could be given some side effects for penals like new abilities. This however might be out of reach with game's lifespan, but also could have negative effects to balance, especially with commanders that have multiple of these abilities. |
I wonder if we gave a go on idea of penals getting ooraah once mobilize reserves has been teched. It would penals a bit more choice in lategame, as they could close distance to more ideal combat ranges faster and being behind tech would prevent cheesing it in the earlygame. Of course ptrs package would be needed to take into consideration. |
I suggest you test in vet 3 Penal vs vet 3 Lmg grenadier in cover to covet and in different ranges in cheat mode. I would will be every interested to see what result you come up with.
Yea right. Vaccuum test that holds no relation to proper gameplay scenario. You realise not every engagement happen with both sides in green cover right? You point it out like it does. |
That is simply an unfounded theory.
Vet 3 Penal will beat vet 3 LMG grenadiers and Vet 5 Vg both of which have weapon upgrades.
I have had plentry of situations where penals get slaughtered vs mg 42 vet 3 grens. Against volks fights have been more even. |