Lost a game to a bofors spam deary? Oh, sad times honey. Yeah, bofors is OP. A static encampment is giving you troubles. Shame on it! |
outplaying wehr as allies is much easier because running around with cons oora or rifles and abusing the wehr setup time is much easier, just like driving your t70 around corners. in those situations, when the pak40 even misses it kills the game experience. also i have plenty of experience with all factions
Having plenty of experience with all factions means jack sh** for bias. Every person on this forum has some sort of bias towards a certain goal. This whole thread is just a biased rant. Outplaying wehr as allies is only possible in 1v1s (I'm assuming you only play 1v1s). Try to outplay wehr on a map like Port of hamburg where an early MG can lock out one part of the map and force you into mortars which means you lose in the long run as you'll severely lack DPS and capping power (cause hamburg design does not allow flanks). You can check the accuracy table of each and every AT gun and use the target size of different vehicles to compare how often who hits whom. You'll notice that it's all in the ballpark |
An attempt was made to introduce this but it was too buggy, iirc amonst other things it didn't work when garrisoned in vehicles or buildings.
Fair enough. Not surprising given the engine capabilities, but would the rotation QoL change be feasible for indirects or do you suspect it would run into another buggy mess? |
Not really. Just your biased view, nothing more. This is more of a rant thread than an actual one, definitely not a "balance" one to be in this section.
Copium needed |
Tried to use the E8 in a couple of 3v3s, useless. I'd remove the focused gunnery and improve the HP to 800 (hits to kill remain the same, anti-snare is better) and armour to 240 and increase the fuel/mp price a bit. Maybe also buff the hull MG just slightly.
I'd also swap the halftrack in the commander for the mortar halftrack.
However, with that said, I understand that E8 is much more viable in 1v1s, just like the 76mm, but for anything beyond that, pointless when Jackson exists. You go for an E8 against decent opponents, you'll lose. |
+1 to this.
Regarding the AT infantry squads: I thought this comes with weird behaviour or bugs in CoH2?
Not something I am aware of, but wouldn't surprise me. Still, if it's "impossible" for COH2, it's something that should be a standard in COH3. Same for all coh3 indirects that can autofire. Keeping it focused on one arc and disable automatic rotation during enemy screening is something that would go a long way in teamgames. |
Basically if you click on the button, the moment the mortars/ISG/pakHowi sets up, it will stay set up in that direction no matter what's around it. Prevents autofire rotation to fire at other targets. Sort of like the "target only vehicles" for TDs and AT guns.
It's a quality of life change that could go a long way for COH2, and if not possible, even a longer way for COH3.
This is mainly from a perspective of a teamgame player where more often than not, your ISGs and pak howis will rotate to fire on some lone squad God know's where and might ignore the mega-ultra-boss Blob coming your way. This way, you can set it up to only fire in an arc you decide until moved or rotated BY YOUR OWN HAND.
This would help pak howi and maybe 120mm more than other units as those are the ones that take the longest to rotate and fire. ISG wouldn't probably be affected as much as the other two as it's quite mobile for such a unit concerning rotation/time to fire.
Also would be nice if the same target button that TDs and AT guns have, to target only vehicles, to be placed on any squad carrying PTSR/Shreck/Zook. You pick up an AT rifle/bazooka, you get the button. Also a quality of life change that would be welcome in COH3 if COH2 is too late |
the problem with 120mm is, u cant cap or be near the soviets base. even in cover your health will melt
And in my last game a double OST mortar wiped 2 rifles capping one spot in 4 hits. That's 10 models in 4 hits, spread out. Compare it to 120mm, once you see the first shot, you know to move. With double OST mortars, the 4 shots can come in with seconds between them. If you decide to not move around when capping, it's your own fault. I'd understand double soviet mortar, but one 120mm. Nah |
My retreat spot is my base ok? You are saying you can put retreat spots outside the map??
There is not a 3v3 game where I've not had my base shelled by LeFH. All of your points are invalid and the B4 is weaker than it used to be |
Yes White Ball currently favors axis just like all of the 4v4 maps do. See chart below:
Now if you are talking premade teams like the 4v4 tournaments, it will be allied favored because of pathfinders spotting for MGs and scotts guarding the middle VP. That is what started this whole discussion. No one cared about paths before that.
The goal of a 4v4 map is to have two players synergize on the fuel early. White Ball does that perfectly. The problem is paths synergize with MGs in an OP way and axis players have not found a good counter yet.
I would assume a single mortar with smoke would let people get past MGs and close range to the paths. Then rush a light vehicle if ZiS has not been seen. But I am noob.
In all other game modes Paths get rekt by light vehicles. Correct?
EDIT: Perhaps OST Mechanized or Infantry doctrines with an early 250?
Smoke is generally the best friend against an MG, both with axis and allies. Soviets are perfect for it as their mortar is really really good. Forcing a mortar as USF is kinda like shooting yourself in the leg because you won't really be able to go for pak howis which are more expensive but doubled great at taking down forward HQs. No free smoke on them though.
Still, paths on their own are fine. They do synergize perfectly so you really need that smoke. |