I meant to leave an open room for those most interested in buffing UKF in return of making wasp a doctrinal unit. Katitof has been a long time pessimist, especially when it comes to SU and UKF.
Tummies could use a smoke howitzer barrage and I was who started a thread about it, if both howitzers are online from the start of the match and adjust their costs and cooldown there is no need for wasps.
Like OKW has to pay muni constantly for unit preservation until t1, UKF could pay for garrison clearing until RE come online and carry flamethrowers if people really want to.
My point is to keep factions unique and useful with different tools instead of the same stuff cloned over factions. The game doesnt mimic real warfare, currently it's more related to rock paper scissors with more steps and a clock. |
Please, let's not spread BS.
I didnt mean to misinform, I tried to answer the question. I am full aware I dont know all the mechanics of the game though, that's why I started with "if I recall correctly" which in this case, I was wrong |
Wow, definitely coh is far more complex than I ever imagined.
To maret, there is a mod I used to play a lot, wikinger, it completely overrides infantry combat and all forms of volume of fire (automatic weapons, volley fire, etc) are able to suppress in small amounts. It's a nice feature but changes the feel of the game drastically |
... It's pretty obvious why I would think your idea reeks of bias.
I thought it was pretty obvious that making a unit doctrinal doesnt mean a nerf, simply because that will cause a bad stock unit to become a good doc unit, it also means a revamp on the remaining stock units and in the end UKF receives 3-5 buffs for a simple stock/doc exchange. UKF not having stock flamer is not a disadvantage if there are other tools to deal with the same problem, garrisons and HMGs. But of course, its simply easier for some players to rely on copypasta and repeat the same tactics instead of learning new tricks...
But the grass is greener always, always on the other side.
And its far easier to copy the neighbors homework istead of coming up with fresh new ideas.
That is pretty obvious if anyone asks me... |
What... you are aware that grenadiers have this thing called panzerfaust? There is no reason to ever get close to them unless they are retreating.
What if the UC wanted some ez road kills? Of course that would be a bad idea, but a fun one at least |
The key aspect here is that church is ment to fight off effectively P4´s and when we see their respective costs theres a clear picture of why.
The whole problem with churchills rear armor is that for the game, there is no such thing as "rear armo"r but "rear half", therefore longer tanks are more susceptible to rear armor mini crit.
Churchill is just a bad implementation of the front/rear armor mechanic because of its geometry and because it was added long after the game engine was finished
Added: normal churchill is just a heavy tank capable of counter axis mediums by its durability instead of a better gun. IMO this concept is fine as long as panthers are able to bounce off churchills shots. |
I think you decrew a tank after "killing" it.
I dont think we need such heavy damage repairs to steal it, that's all i sayin
IIRC When you damage a tank mor than its HP pool it gets destroyed everytime, but if you damage it to 90% there is a slight chance to trigger the "decrew" crit |
I understand that there are currently news of a possible CoH3 game release and new features are not as important as game balance threads.
Being said that what if all current handheld AT had some suppression effect when fired against other infantry? I mean, explosions, stuff and dirt blowing away should affect in some way to infantry.
It shouldnt pin down but could force some interesting situations, adding some realism but mainly a use in infantry combat. If this feature can force some squads to move slower to cover or to deny cover+soft suppression then AT could be a good way to fight in green cover troops. Or units near a tank getting hit by AT would force them to spread a bit. It could be useful against blobs too.
Now about the game implementation
-No amount handheld AT should lock down and pin down any other infantry.
-Suppression should last less than a second, like if it were some sort of soft stun.
-The AoE of the projectile should inflict the suppression, like arty shells or rockets do.
-No damage for the AoE of the AT projectile, just suppression, otherwise AT will become a anti infantry tool and it will break the current game design and balance.
-A worth to mention exception would be PTRS because they target inf models and that will mean a 100% accurate suppression (even when being shot with a big A** gun is frighting enough)
-The effect itself will be random because not always AT hits nearby enough from infantry models, therefore not useful for cheesy grenade wipes
PIATS,zooks and shreks are the 3 handheld AT that should be included with this feature.
*Some exploits like zook+bar or PIAT+bren should not offset their current drawbacks, to be able to perform a short suppression should not outweight the fact that the squad wasted a lot of muni and is half as efficient vs infanrty and also half as efficient vs vehicles.
*Double shrek pgren will suffer as soon as a single model drops down (50% less AI) even when they have nukenades bundlenades and great DPS with their stgs. Pfussies with 5 man+2 shreks shouldnt outperform 6 man+G43 Pfussies. Only Sturmpios could receive a benefit from this change, but shrekpios are rare enough to dampen their indirect buff.
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RNG in this game was implement for 2 reasons.
To add diversity and unpredictability in units engaging combat.
To make it unfair and hard, and that's good. Easy games are not as fun, less frustrating maybegames also not as exciting as skill and attention demanding games
Player skill is proven by uneven odds, even when that crush such players into losing. You can always start a new game with all the experience you gathered along your playtime.
Even the most fair games around receive lots of complaints from skilled and unskilled players, because of that there is no real end of game patches. |
They cost the same and arrive at the same time.
The croc is super good vs inf and support weapons while its mediocre against tanks and slow but has therefor good armor.
IS2, Tiger and Pershing are good ai and at and a bit more mobile but with less HP and worse armor.
They all fulfill they same role, they are good against everything but long range at.
Would you then show some footage of crocchills fighting a couple ATG at mid range vs IS2/Tiger fighting a couple ATGs mid range.
Show IS2 vs Panther / Tiger vs Firefly / Crocchills vs panter.
Crocchills vs pgren with pzshreks / IS2 vs pgrenshreks / Tiger vs PIAT or zook mainline inf.
Show us that they all fullfill the same role and back it up with some stats. |