Not really sure I follow on this change. This hasn't really increased their "range dynamics", it's just increased their DPS. Increasing dynamics would mean lowering something as well, like their long-range DPS.
But they already have worse long range DPS than equivalent Axis infantry. Anything further and you might as well just build Ass Engies.
All this change did was increase the short range DPS plateau at ranges where Riflemen should be winning anyway. And for their price, it really is about goddamned time they excelled at something. |
could u not have done the inverse for volks and nerf their mid and close dps ? instead of the price ?
Honestly they should have just moved the stupid 0.9 RA bonus they get at vet 1 somewhere else, and maybe nix the sandbags as well. Vet 1 volks basically become harder to hit than any other mainline infantry at that point besides tommies lmao. |
inb4 avalanche of fury
These look like sensible changes. RETs in particular will definitely appreciate the consistency changes.
Not to mention RE's .30 caliber carbine rounds won't bewilderingly do more damage than RM's full-size .30-06 rifle rounds against vehicles. |
SEPTEMBER 2019 PATCH PREVIEW - Version 1.1 Changes
USF
Changes to both of the following units were discussed before release. The team has decided to include for testing after initial feedback.
Riflemen
We think Riflemen are solid infantry that scale very well, but we would like to put more emphasis on the engagement range dynamics between them and long range Axis squads. Their near range (and thereby their near DPS) will be slightly increased, which will naturally slightly increase their DPS up to range 16
- Near range from 3 to 6
Rear Echelon Troops
To make Rear Echelon Troops carbines perform more consistently, as currently they are very RNG dependent with their low accuracy but high rate of fire and damage, their accuracy has been increased. In return their damage per bullet will be reduced, to keep the same total DPS as now
- Damage from 10 to 8
- Accuracy from 0.403/0.288/0.23 to 0.51/0.3456/0.276
Christmas comes early in CoH2-land |
SEPTEMBER 2019 PATCH PREVIEW - Version 1.1 Changes
- Bug fixing to address collision and hitbox issues.
USF
Changes to both of the following units were discussed before release. The team has decided to include for testing after initial feedback.
Riflemen
The following change is designed to to help rifles perform better in their intended role as aggressive close / mid-range infantry. This is a buff to rifles close-range combat, and will also improve their mid-range slightly out to 16m.
- Near range from 3 to 6
Rear Echelon Troops
To make Rear Echelon Troops carbines perform more consistently, as currently they are very RNG dependent with their low accuracy but high rate of fire and damage, their accuracy has been increased. In return their damage per bullet will be reduced, to keep the same total DPS as now
- Damage from 10 to 8
- Accuracy from 0.403/0.288/0.23 to 0.51/0.3456/0.276
Holy fucking shit a riflemen buff no fucking way
I take back everything I ever said, nerf the Pack Howie, the Scott, delete them from the game, I don't care anymore Riflemen buff Riflemen buff Riflemen buff |
Say whatever you will about the ability of an aircraft to hit a ground target in a single pass, but loiters are 1000% more accurate to the role and capabilities of a close air support mission than a single pass by an aircraft at an exact point on the map at an exact time.
If you want to make a gameplay argument for it, by all means, that's valid, and many loiters feel like fucking cancer, but to argue loiters are somehow less accurate than this mindless rocket pass/strafing run on what might very well be a completely empty patch of ground you're out of your mind. The great thing about prop-driven aircraft is they could loiter (hey, its that word again) around the mission area providing support and dealing damage for a relatively long time.
I should say if anything that the AA capabilities of not only pintle mounted MGs but basically every AA unit in the game are also hilariously overstated, and that ground AA fire was essentially only effective at zoning out or driving away aircraft, and not this shooting P-47s and IL-2 Sturmoviks out of the sky (to say nothing of Ju-87s from the nearly-nonexistent 1944+ Luftwaffe). But obviously AA has to be good in this game for balance reasons, just like .50 cal rounds have to bounce harmlessly off of Luchs light tanks and Panzerfausts only do light damage to tanks.
For CoH3, if they touch on WW2 again, they should really see about making things feel a little less absurd with regards to how all the weapons and mechanics in the game work, and have side armor values so building panthers doesn't automatically end the production of any more medium tanks for the rest of the game. |
Now that is a stupid argument to justify raketen being bad. Using your logic then T0 USF mortars should be nerfed to uselessness and T0 conscripts should suck as they did before the recent buffs...
I mean, the USF t0 mortar is probably the worst in the game stat-wise, and conscripts are obviously the worst mainline infantry in the game (and still are) |
My random comments.
This don't target the 60 range TD as alluded?
Seems an overall buff to allies again...ost continues to be worse faction late game.
Allies heavy armour are same or better for the sov.
Pershing is going to run rings around tiger and all. How many axis tanks get >270 pen?
5 more fuel to jackson.. why bother? Its not like usf need fuel late game. Doesn't address usf popcap excess still, besides jackson known niceties..
Scott is still too cheap.
Twp renaming ok, but useless still on stug.
+2 church hill is a start. But still no buff to its counters, hint panther. Brit can still go double Churchill double re piats for both AI and AT..
Why buff firefly?
Why buff crowmell, looks better than p4 now. Reason why its not use because FF Churchill are far better to wait a little for.
Heavy crush to comet..not sure how 4 man ost can handle...
So allies mg keel getting better suppression and non changes to their strength? Mg42 needs be cheaper than...
More sight nerfs to ost, does it affect allies commander upgrade? Allies have more recon still..sov have a uncounterable doct with offmap recon + arty.
P4 command 0.9 to 0.8, does it allow 1 more hit still? Or just uselessly nerfed stats.....
Removing retreat from rak? I guess allies whinner won..
If you think the Panther needs a buff you should probably uninstall the game. |
This all reminds me, can we PLEASE finally fix the 0.5 retreat RA on the M2HB? Do I really need to make a thread in the bugs section on it? |
I for one really like the Rifle Company and field defenses buffs. The Riflemen mines took wayyyyy too long to plant and so I'm glad that's been fixed, will make USF mines much more viable. Fire up actually being useable is fucking sweet too. Same with Time on Target. The Paratrooper change is nice as well, these guys bled far too much and might actually show up in competitive games now.
I think this fixes Rifle Company, more or less. It gets the best off-map barrage and the best USF medium tank, and now it also gives Riflemen mines and sandbags, which is crucial and fitting to the name. Certainly beats out infantry company in a 1v1 now, imo.
Other than that, RIP M8 Scott and M1 Pack Howie. |