So you want Stormtroopers to be a utility disruption squad, which is what I suggested too but the balance team said they decided against such a change. Like I mentioned. So Commandos approach was the only option left.
Again like Sherlock said, it's not the Brummbär's AOE profile that makes it considered OP (it's less wipey than ever) but its combination with high armor and free barrage ability.
But this is going offtopic.
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In the case of the dozer, the only thing considered is the projectile and aoe profile, completely ignoring, health and armour which are the other aspects that make the brumbar powerful. For the m4c it's again only its potency against tanks while completely ignoring the bigger health pool the t34 85 has or the fact that it is a toggled ability that lowers reload. If anything the unit is more distinct from the t34 85 than ever since it also loses its soviet veterancy (which is stronger) for the usf one.
Also Stormtroopers were changed because they were pretty identical to Panzergrenadiers and served no real distinct role, with the Commandos approach basically being the only viable option to rework them (except for a utility disruption squad that was apparently decided against). Dozer AOE changes are nothing more than a logical step after the Brummbär experiment, and it should be implemented for other HE (and heavy) tanks too. The M4C changes are comparable to the Stormtroopers situation as moving towards T-34-85 charactaristics was the only way to give it a more distinct role alongside the normal M4.
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I agree with Sherlock that 30 fuel is too much and lowering it would open up more diverse builds because then the Lt (or Capt) can be picked as the 3rd squad rather than another Riflemen first and a support weapon (HMG) as the 4th unit. Removing the forced 3rd Riflemen would also open up much more options to comfortably field elite infantry later.
20 might be too low though, as it would significantly lower the timing for weapon racks or grenades unlock and potentially create power spike problems in balance. Maybe 25 is better (20-25 FU is what one should have around the 280 MP mark for a third squad). And the MP cost for the officer should be upped to around 200 MP for the same reason. Also if this is changed so the LT can serve as a 3rd unit, the BAR 'upgrade' for the LT should be tied to the weapon racks. |
In case you probably missed it, US doesn't have any other early game way of dealing with HMG, contrary to, you know, ALL OTHER FACTIONS with smoke, snipers or early game transports/flamers.
T0 mortar, that can also shoot smoke?
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I wonder if its because OKW already had 2 reworks, teching and veterancy.
Even so, that's no reason to just abandon it now. If there are problems, and reworking tech again can solve those, it should be done no matter how many there already were in the past. Though I personally don't think the OKW needs many changes except for Obers to come earlier. |
I don't think OKW will receive any major reworks. Small changes that fix some problems are viable. T4 being split up for earlier Obers with an upgrade for the Flak, tanks and Ober LMG is an easy change that gives OKW a better mid game that doesn't solely rely on light vehicles.
I don't think OKW really needs any other drastic changes, except for Rakettens having their projectile collision fixed so they can actually hit vehicles rather than the ground or any object in between. |
T4 should be 150 MP and 50 FU, only allow Obers to be built.
JP4, PZIV, Panther, Ober LMG/STG and 40mm Flak behind 50 MP 70 FU upgrade.
This would finally allow Obers to hit the field at a decent time without being overpowered, and allow them to vet up adjacent to other elite (and upgraded mainline) infantry.
The rest of the tech seems fine to me right now. Backteching is expensive but offers considerable rewards as it gives either medics or free repairs.
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Another change for the few 1v1 "pro" crowd left in the community. COOL!!!!
Meanwhile the 4v4/3v3 maplist continues the total garbage with the same maps for almost 4 years. I think the majority CoH players came from here, right?
Meanwhile the OST and Soviets continues with commanders overlaping. I know about the commanders revamp and the new commanders patch, but for OST and SOV its not enough.
Nice catch on spending the few Relic time and manpower resources for this game.
GG for who convinced Andy and others on that.
How exactly do tech changes only affect 1v1s in your mind?
Maps is basically an issue that can't be fixed, because it takes a huge amount of time to design large 3v3 and 4v4 maps and apparently there never was much testing or feedback from the community, only whining. Which is why mappers have given up.
I don't see how overlapping commanders is much of an issue when they have about 20 each anyway. If there's one issue with commanders it's that certain factions had too few viable ones (mainly OKW, USF and UKF) which is being corrected in the upcoming revamp patch. |
Fast M8A1 is extremely strong when properly support by HMG and ATG.
IMO this isn't the teching fault but rather that the Scott (especially 2 of them) with vet becomes pretty much as OP as the Brummbär. At least in team games. With their range and smoke they become nearly impossible to deal with (except for Raketten cheese or a tank dive) while being very wipey.
Other than that I think this tech is pretty good, it gives the daredevils all the tools they need to stall for fast Major/tanks and it gives people reasonable access to whatever they like to play with without locking themselves out of core units. |
I'm also assuming (by the way the patchnotes are written) that the BAR on the LT is a unit upgrade and doesn't require weapon racks? |