this is absolutly not true.
to deal with bofors is a lot more effort need.
it is way more cheaper, which means you can risk it to lose and build it more agressivly, which means it can be much more annyoing.
its much more durable, cause of brace.
its much more usefull since it has arty mode, ground attack and vet lvl.
Bofors is piss easy to destroy if you prepare beforehand. All you need is a mortar or leig to keep hammering away at it and it will fall eventually.
It may be cheaper and more expendable than the Flak HQ, but it still represents a considerable investment on the part of the British player at the stage where it is most useful. Going for it costs about 355 manpower 45 fuel (upgrade plus building) which generally excludes the arguably better AEC.
It's not much more durable. By default it has two thirds the health of the Flak HQ. It only gets anywhere near the Flak HQ's durability with its third-level veterancy, and that requires you to pretty much throw units at it. Brace basically only works to keep it from dying as quickly under fire and at the expense of not being to fire at all, so it can't defend itself while it is active. Bomb it with mortars or whatever to force it brace, then get into position to attack it. And the suppression ability is not nearly as useful as you might think: certainly, it's no substitute for actual artillery, and more of an ability that can be used to support your forces.
Plus if you haven't noticed, the Bofors is quite wide: it is very easy for artillery units to land most of their shots on it. Flak HQ is pretty long but it is also quite narrow, so it's a little harder to hit in that respect. |
Oui je parle en équipé ou j'ai dejapas vue 4 voir 6 katyusha tiré au meme endroit et rasé plusieurs bâtiment et unité
Le katyusha est formidable contre les bâtiments, l'infantrie (en concentration), et les véhicules légers, mais ses barrages sont souvent très imprécis. Tu peux entendre le son quand il lance ses fusées et réduire vos pertes par dispersion. Il est tellement fragile: vous pouvez le tuer facilement avec n'importe quelle d'autre unités.
Si vous jouez OKW, vous devez être conscient à la possibilité d'un bombardement par l'autre équipe: placer vos bâtiments bien à l'arrière de la première ligne.
En plus, si l'autre équipe peut construire 6 katyusha, ça veut dire que vous êtes presques vaincus ou qu'ils manquent terriblement des autres unités, auquel cas vous pouvez foncer leurs lignes avec vos forces et éliminer les katyusha, sinon gagner le rencontre.
For the convenience of our English readers:
The Katyusha is formidable against structures, infantry (when grouped together), and light vehicles, but its barrages are often very imprecise. You can hear the sound of it firing its rockets and reduce your losses by scattering. It is very fragile: you can kill it with pretty much any other unit.
If you play OKW, you have to be aware of the possibility of a bombardment by the other team: place your buildings well behind the front line.
Plus, if the other team could build 6 katyusha, either you are about to lose or they're terribly lacking in other units, in which case you could force their lines with your own forces and eliminate the katyusha, if not win the match. |
What part of the Sherman's ammo switch mechanic is "illogical"? You're loading one of two different types of shell, either HE or APCBC.
What's illogical is that only the Sherman needs to do it, whereas all other tanks seem to load different shells for different targets by default. |
That's why I like this sniper idea too. The current OST stun shot has a fairly similar effect, but it does not make any sense to me. Even in live I'd replace that in an instant for a suppression shot.
I know how the MG ammo could be done stat wise, but there is no logic explanation for it. That's the issue I have.
Well when it comes down to it, the Sherman ammo switch doesn't have a logical explanation to it outside of game mechanics, nor does the ZiS-3/SU-76 barrage ability, when contextualized with the shortcomings of their normal attacks. At least this has a rationale associated with it: the MG team is switching focus between accuracy or area suppression, depending on whether they are targeting a single squad or want to keep a much larger group of soldiers at bay. |
I am not sure about switchable rounds for suppression on the MG. I don't know what the "logical explanation" should be.
A suppressive sniper shot I could imagine as a "wounding shot", only wounding a soldier which ties up the squad for saving him or something, but MGs? I don't know about many different ammo types, but in the end I don't think there was one that effectively suppresses better than the standard round.
The sniper idea draws upon the old cinematic trope (appropriate for CoH2 since it is a very cinematic game) where someone gets shot by a Sniper out of nowhere and everyone takes cover. It maintains the flavour and utility of a Sniper without being too oppressive, because Soviet does need that ability to harass and eliminate high value targets like weapons teams or elites that regular infantry may have trouble handling.
As for the MG idea, it could go like this for something like the MG34:
Suppressive Fire (default)
- Longer bursts of less accurate fire
- Strong suppressive effect with wider AoE
- Narrower firing arc
Aimed Fire
- Shorter bursts of more accurate fire
- Weak suppressive effect with limited AoE
- Wider firing arc
|
Vehicle sight reduction (in certain quarters) sounds good... to an extent. The thing is that I would prefer having tanks be somewhat able to operate independently if it means you could break a stalemate. I think a decent compromise would be to make it so that tanks have almost no vision behind them but to only have side vision somewhat worse than frontal.
Not a fan of making damage random. Accuracy and deflection is already enough of a factor, IMO, and damage ranges adds another layer of unneeded complexity to what is already a somewhat arcane aspect of gameplay.
I think the problem is that everything reverses at full speed, which was definitely not the case in real life. If reverse speeds were to be nerfed for most vehicles, you'd have savvy players playing their vehicles more carefully without needing to turn them into sponges.
Not sure what a change to pioneers is supposed to accomplish. As they are now, I think they're fine, but that's the SU player in me speaking.
As for team weapons, I'm not sure what could be done to make them less spammable without making them useless. I mean, look at the Maxim. It used to be arguably slightly broken what with the meta focusing on spam, but now they're nigh useless. I constantly find myself questioning if I ever really need one, only to find a situation where some suppression would have been very useful.
The mode switch that Aarotron proposes seems like a decent idea, and could provide some room for differentiation so that the disparity between good and bad MGs is lesser (i.e., could also affect weapon rotation speed or AoE effects). The fact is that as I have outlined with the case of the Maxim above, you do need MGs to stop infantry spam. The problem at the moment is that there are many MGs that are utterly terrible at suppressing infantry so they don't really stop spam, while others are exceedingly good, to the point where they shut down any infantry mobility completely.
Disagree, and this is as a person who loves 120mm mortars. With a tactics-focused game like CoH2, any ability that can potentially wipe a squad in one shot before you can react just seems kind of oppressive to me.
The problem is that I think Snipers can be kind of oppressive to those factions that don't have them and that you really do need to bake in some vulnerabilities which your proposal doesn't have. At the same time though, you do kind of need their one-shot-kill capabilities in certain contexts: Soviet T1 definitely needs it to be able to neutralize MGs in absence of mortars that they would get with T2. As a compromise, what if Snipers have something of a basic attack (absolute accuracy but not one-shot-one-kill) along with a sort of assassinate ability (where they kill one model and suppress the others).
Overall I am inclined to like most of your ideas but a few could use some modification. |
3 x Maxim is pretty cancerous
3 x any MG is pretty cancerous |
It's a bit tricky to say, considering how the faction is designed. Most Soviet units, especially the basic factional ones, are designed as generalists: they do okay at a wide range of tasks but don't really excel at any one thing. In the end, it really comes down to how you use them, not how they perform against other units.
Conscripts for example, are utterly horrid at infantry firefights, but their large squad size, inexpensive costs, and wide range of abilities allow them to fulfill myriad roles within whatever force composition you've come up with. They're great at holding the line, what with their large squad size and sandbags. With Oohrah, you can also use them to rush and flank enemy units, either to drop a Molotov on a team or snare a tank with AT grenades. Merge is a good way to save manpower and keep more important units in the fight. Mobilize Reserves makes them better at what they already do, while tacking on a fairly substantial DPS boost to boot.
That said, there are a few standout units that are probably the best in their niche:
T-70 is the best light vehicle, hands down. The combination of mobility, armour, and firepower is potentially unbeatable considering the timing you can get them at. They'll beat pretty much any other light vehicle except the Puma, which has much stronger AT but is much worse at everything else. It also has great late-game utility with its Recon Mode, which you can use to scout for your mortars and other artillery, and after being vetted, it allows you to cap points without infantry, which is great for policing your own capture points or sneakily grabbing a lightly-defended enemy capture point.
Katyushas are the best artillery unit in the game. Effective against emplacements and infantry, reloads pretty quickly, very mobile, and has the longest range to boot. Not too expensive either. Its main fault - and it's a pretty big one, at that - is that it is very fragile and won't stand up to any fire at all. It also tends to be rather inaccurate with its regular saturation attack, but the fact that each barrage is fired in four waves makes it pretty good at area denial.
I also think that, for its cost and abilities, the SU-76 is definitely one of the more underappreciated units in the vaguely-defined light vehicle category. To be sure, it doesn't really specialize at anything, but it does a lot of things reasonably well: fighting other vehicles, splashing infantry blobs, blasting teams and fortifications, and so forth, thanks to its long range, decent penetration, and barrage ability. It's not exactly durable, but it can at least resist bullets better than most vehicles at its tier, so there's that.
If we are to look at non-doctrinal units though, then you have Shock Troops (the strongest close combat troops in-game, with few rivals), 120mm mortars (best overall mortar for blasting blobs, but actually surprisingly limited in other areas, given its reputation), and the DShK (worse overall at anti-infantry than the MG42 but compensates by being harder to kill and just a bit more flexible overall).
More generally, I also think that the Soviets have the strongest medium tank roster with all bases covered: they have access to cheap mobile flankers (T-34/76), a solid tanky-tank option to rival the PzIV and possibly the Panther (T-34/85), and a superb generalist that can handle pretty much any role you throw at it (M4C). |
Well, rank has some weight, but its not be all end all "i may have cheesed my way to the top but all you need to know is im here so your opinion is invalid" that this place makes it out to be.
But i think as the very smallest step i would like to see cons cheaper. They are the worst infantry but not the cheapest, especially due to being saddled with sidegrades (which COULD be used to validate a lower initial cost)
Id like to see where that goes.
Would be nice if they undercut the Kubelwagen, for superior spamcapping power |
Thread: ISG21 Aug 2017, 15:47 PM
What they need is heavy artillery. A Karl Gerät would do nicely. |