They didn't kill it, the blob did after the HMG retreat, Scott is supposedly the unit to counter team weapons with its barrage but yet even 3 of them a close range can't put an HMG to less than 50% in what is equivalent of 1 barrage fired by 3 Scott in one salvo.
Well, yeah. I mean Scott has got a low AOE profile and is only good vs nothing. Same with pak howi. At least pak howi has vet2/1 HEAT/WP shells which are quite nice but still won't wipe a super clumped up squad in yellow cover (last round a heat shell landed on 2x volks squad super clumped up in a crater and did about 50% dmg, 0 model drops). Did the balance team overnerf them? Sure, but they are better than nothing. If I get a scott in teamgames, it's to dispense smoke and deny super heavies easy shots. I don't really use the scott for some 50 range autofire or barrage just so it can die to dual raketen. Neither do I use it for barraging teamweapons because they won't really do much dmg on average. That should change a bit in the next patch because the formations are getting reworked, so the HMG team models will be closer together.
I don't know what you expect from the Scott? To wipe static team weapons in 6 shots? That would make the balance team screech from OPness.
Anyone test the new AVRE? its consistent... which may be problematic. With the ST nerf, until Vet 4 its the same as an AVRE. Both will be crazy toxic. I suggest make their range 30, NOT 35. They need to be a big scary threat, not actual wipe machines as shown by Tightrope. Both were rare, but seen when they had effectively 30 range due to projectile speed.
On another note, it looks like the B-4 turned out to not actually be a game-breaking issue, just really unpleasant to play against, like all shock artillery. It might be worth decreasing CD on Direct Fire while making the base Barrage CD change. DF is still iffy at 400 dmg due to CD. It was deadly when it did 50+% more. Might I suggest a 30 second DF cd? This would make DF do technically more AT DPS than before, but as it does not one shot the vehicle has time to react. It'd be cool to use DF for actual AT work.
Yeah. I think both AVRE and ST should have 30 range extended to 35 through vet2 or 3 and that's it. Sight 35 at all veterancies. Veterancies should buff survivability, mobility, maybe reload a bit. Nade throws and stuff like that and that's it. Also increase delay time on both AVRE and ST. Both should fire after approx 4 seconds, not ~3s.
Both ST and AVRE should be immobile while reloading.
Those should be additional changes IMHO to the current ones. |
One squad or 10 isn't the question, we have 3 Scott valiantly trying to kill an HMG that's not moving with their barrage and a stuka that just wipe what its target, blob, squad or wathever in one click.
So? While I agree that scott is downright useless in teamgames except for firing smoke (it fires a lot of smoke), using 3 scotts to kill a HMG is overkill, One is enough and one squad with BARS from that blob can easily gun down the damaged HMG. Heck, an hour ago I dodged 14 stuka strikes against me on beachside Across the Rheine. I wonder if the enemy though that the Stuka is useless. |
Dual Scott so OP... oh wait!
https://www.reddit.com/r/CompanyOfHeroes/comments/p5cmpq/i_think_i_have_found_my_passion/?utm_source=share&utm_medium=web2x&context=3
That is next level noob play. Oh look, I have a massive noob blob and I hear a stuka. They must be targeting my solo RE in the corner of the map! |
All games since July considered, USF not even 3.5% off of 50%. I wouldn't call that abysemal but well...
To the point: I assume since USF performs well in 1v1 and 2v2, a buff should alsp come with a nerf. There will be more M20s in 1v1, on the other hand the major will also be used more often at the front line and not as an FRP. Plus, munis are not as scarce in team games, allowing more recon overflights. As you said, a rather minor buff but (without testing) I'd say it should probably come with a minor nerf too
Well, considering that USF on average has 2x less games than axis factions (around 10k vs 21k+), that 3.5% difference for 11k games is still low, and for my standards, abysmal. Balanced is 50+-1%, 2% is bad, 3+% is really bad. Not really a proof of anything, but showing trends, definitely.
I really can't think of any reason why and what you would nerf because of major getting vet1 spotting buff. Munis are not scarce in teamgames for USF. I don't think I've ever floated more than 80 munitions past minute 25. Smoke, mines, phosphorous, BARs, Zooks (especially in games vs sturmT), nades, etc.
Fuel is not scarce in teamgames. Once you reach the popcap, unless you're soviet, you'll be hogging fuel like Americans |
USF winrates are abysemal in team games? What?
Yes, but USF also lacks muni, making that recon rather rare. Plus, the Major is supposed to double as an FRP, which often does not allow for recon.
Overall I'd say USF has indeed worse recon outside of doctrines than other factions
https://coh2stats.com/
All. 3v3 and 4v4. Monthly.
Much higher axis winrates.
I highly doubt major recon would disrupt anything in 1v1s where USF is good so I still don't know why it should give anything in return. |
I think the major is one of the best changes. USF lacks munition free scouting. Tying sight to LVs is a great concept, but CoH2 screwed up the part in making LVs viable in the late game. If they die, it is not worth building them again, so all sight is gone.
Major seems like a good choice since it is fragile, only one unit allowed and everyone will get the squad.
Another question is if USF really needs the buff, or what it will give to even it out.
Why should it give anything in return? It's winning rates are abysmal in teamgames and for scouting you need to backtech. With the pak/raketen galore that is 3v3+, getting an LV for scouting is pointless. |
No need to dive them when your opponent spent 1300 manpower and 430 fuel on two tanks that are totally defenseless from frontal attacks by Tank Destroyers
In teamgames, they can easily hold 2 points whilst not contesting the 3rd one at all (only spotting with a unit or two for possible flanks).
Heck, you can park the ST behind the mid VP lumber on Redball that cannot be destroyed or shot through. And with 45+ range on the ST (I've tested it, it can fire at about 48 range at vet5), which is not hard to get in 3v3+, you really do need to dive it.
And in the end, resource float is not something that is concerning in teamgames.
Countless times I've seen a ST + KT being supported by dual raketen if we have no rocket arty (eg. I play random only so tough luck), or JP4s and just camping it out on 2 VPs
The major sight is welcome IMHO, as I don't use the FRP on him and instead use smoke+arty on the frontlines. And both ST and AVRE should be immobile while reloading and have some sort of dmg modifier that shaves of 1 shot for kill.
And both should not be able to shoot beyond the 35 (maybe 40 with max vet) range.
Sturm still has the fast fire bug and if properly aimed, can shoot at about 48 range past the vet req.
I haven't seen nor used AVRE in any game, both custom and competitive to be able to make any sort of judgement. ST on the other hand I've seen in every game, and I mean every since it was made consistent. |
If I'd buff anything on REs it's the close range dmg output. And that's a big if. They are well rounded currently. AI wise they are shi* but sill can carry zooks which can prove to be a lifesaver during enemy tank dives. And their mines are beyond s*** but still offer decent enough of a stun. I'd buff the stun duration on the mine by a couple of seconds. Don't know why people complain about REs being UP |
i think these are mostly good changes, except maybe for the sniper nerf.
however, regarding the sturmtiger, could we get a statement if this issue is on the radar at all?
IMO the range decrease alone will be pretty much useless if you can still yolo in from 50+ m, way beyond enemy vision range, and fire right away without giving your opponent any chance to react in time.
Both AVRE and Sturmtiger should not ever, and I mean never, fire beyond 35 range (standard infantry sight). Maybe a vet5 ST could fire at 40 range, but you really need to remove the fast fire bug.
Animation starting while the ST is driving into the range and just instantly firing is beyond broken.
A) You can't spot it
B) Even if you hear it, react fast, the AOE is large enough that the retreating infantry won't be able to get out of the blast radius in time
|
Gren rifle nade is destructive and long range and the call is bugged out most of the time, it's quite fine. If you see it, it's super easy to dodge. If you're in green cover and you see that you won't be able to dodge the nade, stay in green cover for 50% dmg reduction. Most wipes happen due to leaving green cover --> the squad is still somewhat clumped up --> wipe.
Point is, it's biggest benefit is the bug, nothing else. As is, it's quite normal and nothing OP |