nope... they get a 70% crit sniper rifle and slaughter penals at all ranges above 10...
imo the main issue here is that 70% crit sniper rifle... its too good for a 45 muni 250mp squad... nerfing it to pathfinder standards (40% crit) would fix JLI by bringing them inline with I&R paths
Yeah but the i&R pathfinders crit is for free. Instead the sniper for the jaeger infantry costs something more in munitions so theres a cost, opportunity thing there. |
You certainly seem to think an awful lot of yourself, Mr. "A Message From Whiteflash".
Being an aerospace engineer, if true, had exactly how much relevance to a discussion about a video game?
I agree with some of your points, I do not find your thread particularly helpful or constructive; laced as it is with your snide arrogance.
You're no authority on these matters to my mind.
He might be a bit arrogant...but who are you to judge? Is that the only thing you have to say or will you share further ideas because you love the game rather than trolling here. I mean it looks like it since you just pointed that. no further or more developed ideas about what he said were developed on your text analisis but to put emphasis on the previously mentioned... if its not about the game then ask for his number so you try to give him an "advice" in private but not here hehe... that´s not relevant either... |
improvements for the actual game are all good....because this kind of improvements look like COH2 2.0 ... I meant by this that the improvements you are thinking of are not that radical to call it COH3.... it would be like another type of graphics (improved) ... other type of AI (better and more realism) ....other type of dynamics during the combats (more fluid/less fluid depending on the decision of the developers and with a good reason) ... other kind of pathing ...and new systems integrated to the game (for example: Pre tactic phase ....which is planification before the game starts...would make it more team based in question of tactics...because I´ve seen lots of players just panicking without taking a decision. and so on ...maybe new units...more units that are based not on a different playstyle.... I mean it would look moreless like different on how you have to play with them but at the end its all balanced and they dont have jagdtigers .... while in usf the maximum tank they have is the pershing.... (they also should have besides easy 8 the sherman jumbo)... and the paras should have camo but with an additional cost. Commandos should have other skin and they should introduce besides them the airborne of the brits... snipers should be more expensive but yet more flexible ...like the types of bullets...and builds with micro mixing with the skills.... but with huge throwbacks (eg health) armor should be more realistic.... not only shots to damage he motor should be taken in account...also sideshots tovehicles without any additional protection should be inmovilised because of the tracks of the tank or whatever... in terms of resources... they should add something for the mech to work properly... like resources when you go out of the base... food... water... or make more realistic models for the squads... for example if someone is shot in the leg the squad can decide to deatach him from the squad in a fight when they retreat or stay and back with him carrying him (redundant) in their arms or something... he can still fight unless he gets killes (now thats a change in the mechanic of the game) ....special units should be more expensive but with more flexibility according to their role...for example commandos should be able to use smoke and normal grenades but more expensive... if the cost before was 500 with glider then let it be but add more benefits so the cost and risk is worth it if you are a player of high risk high end reward.... now thats a finantial and tactical decision that is great for players to not only have fun in the game but to feel that they are learning true things and not playing the game to fall into a monotonous dynamic while playing... armor crew should be vulnerable depending on the type and model of the vehicle....now that is COH3 that has a huuuge road to take so it works... I dont say this to critize your post. I´m trying to give more ideas so the next coh title that they release (if they release it) is much more worth it to buy and the quality improves rather to fall into a depreciation loop for recycling the title and reskinning it like coh did ... and also solve the problems... I mean it´s a valid argument in my opinion. If I love this game I shouldn´t ask for less than this so it survives in the market. I say it because I love the titles and it would be really really sad for me if I find out that the next title is a reskin or whatI mentioned previosly...like very small changes that make the game feel and play the total same... I know there is men of war for that which is a different title but it´s time to coh to change some major features so the fans don´t start to feel that they are playing the same again and again... which would be the same as being in a toxic relationship customer game or person to person because remember friends, if it doesn´t grow or develops further then its not worth it. That´s how life works. Cheers and long live COH titles with a proper development. I hope the developers or someone helps me to share this message with everyone in the company related with the game... I mean the developers and those guys who decide hehe
PD1: Also what I mentioned about the resources should be based on how specialized is the unit... how elite it is to add more depth to the game...and the blizzard mechanic with the other mechanics should be also added... I mean ... if the developers add some features to add more realism.. they should think about this additional things to make it more fair for both sides... it would be more difficult but not because of the map but because of how the unit was trained based on the faction someone has chosen ... so people at the end don´t blame just the map and everyone just dont go against this type of mechanics... and more gamemodes like with this specifications and with less specifications and mechanics for begginers... like if you are new to the game then they shall not introduce the mechanics in pvp and if they have time into the game they can choose another mode which would be real war or something like that... they should make a kickstarter besides with the money because to make this game real it would take a lot of money to develop all this new things that would in fact pioneer into the game for example the new model of wounded mechanics that there would be if the game is beggining to develop.
And with veterancy and the type of unit further mechanics are developed, not just stats... or maybe even erase some mechanics ...eg vet 3 in commandos should not be affectedd by being wounded (new mechanic in game) and improve weapon accuracy and etc... make it more extense so they are not "little changes" that decide the whole battle.... leave that to the momentum and how the strategy resolves...not only rgn gods or how the mech works only... it must be decision based also... because from time to time I felt coh2 is sometimes totally rgn based... (accuracy, positioning, numer of units and tanks, penetration) |
useful ....very useful indeed. I didn´t knew there were much more coplexity in the cover system than what I knew. And this is awesome! great tutorial... game breaker tutorial indeed! |
This is outdated. Please can I get an updated version of this. Also would like to know statistics that work now thesedays in reference to the bulletins with the stats of units or models like commandos. As far as I know they stack upon recrewed units still so that may seem small but it´s huge in long term or in the game progression. Would be awesome to know the updated version of everything about this game |
Here I present you a very toxic player if you want to see how he is toxic towards everyone he has played at least with me in his team check out his profile. His name is driving mannia and he is from korea, apparently. However he is a very toxic player. There´s more explanation in this matter in the link of the replay. I´m asking for a proper ban to this guy in the multiplayer feature so he learns a lesson about not being toxic towards others. However I responded to his passive agressions and active ones with trash talk since I couldn´t do anything to make him play the match....and he didn´t want to quit but to ruin all other players the match.
https://steamcommunity.com/profiles/76561197976450500/ |
I'm afraid that I'm simply not qualified to give 4v4 advice. There simply seem to be so many factors out of ones control that it seems to basically comes down to brute force in my opinon.
You might want to check out the guide I made and see if theres anything you can use from that:
https://www.coh2.org/guides/70864/from-recruit-to-veteran
Thank you very much I´ll check the link |
Hello guys today I´ll bring you a new gameplay request the description is in the link. My name asthe british forces there is APYR in russian letters. Wish you could help me with some advice to improve my gaming. The rest of the request is in the link with the playback. Thank you!
I remember you guys ANY observation is valid in this case. Want to step up my game and improve my tactics....need more creative and exciting ideas to vary my tactis in order to win. |
Guys I´m the british with the commando doctrine. I wish I could go in the offensive. I felt kinda stuck in this match with my tactics but I dont like losing too much units towards my enemy. I know there have to make sacrifices in order to win but in general what canI do to maximize my results so I can have more prescence on the mid side of the map.... not only 1 , 2 or 3 commando squads with at ? want to use my ammo more effectively since I wasted like 350 ammo just on explosive charges ... im glad that the player on the other side wasn´t so smart in his tactics. Ty for your time guys |
True, but its still something compared to OKW, which gets the same thing for, well, free, because no other reason then being OKW.
OKW still have cheapest teching, some of the most powerful units, best scaling, free benefits with tech and no disadvantage on the preview as new volks now cover much better the only okw disadvantage-weak early game AI.
I don't think they need even more bonuses and free stuff when we have resource handicapped faction like UKF that can't even get proper map control early game. At least USF covers for rifle cost with officer unit during tech, but as you've said, they still have hefty side costs to pay.
In my personal opinion. Since there are many players that dont really have all the info. Relic should make a table with all the info about the game from armor to damage, scatter. Everything. And then do a rebalance with the new info. We could see if everything is well balanced and then test it to see if its like it says in the game. Because remember, one thing is whats written in papers. Other thing is that players can abuse some defects on the mechanics in order to use lame strategies and unbalance the gameplay. |