And do you think that the 120MM is able to hit anything at maximum range? Especially if it is firing into the fog of war (all indirect fire get a 30% penalty firing into the fog of war)
The 120 MM needs to get close to the front lines if you want the shell to actually hit anything.
isn't it has lower scatter to range ration then other mortars, while having 1.5x better AOE? AFAIK 120mm should have similar scatter at 100 as a regular mortar at 80, but due to 120mm having substantially better AOE, it is actually more likely to deal damage. But don't quote me on that one, because I'm very cautious about mortar stats from serelia. But the info seems alright, since the mortar feels too accurate at 70..80 ranges. |
Agreed. I have never had an issue going against the 120mm due to its slow firing rate.
Also we shouldn't be nerfing indirect fire due to the prevalence of team weapon spam.
One of the biggest failures of COH 2 is the fact that they chose to be lazy and apply a one shoe fits all approach when it comes to unit damage.
For example Mortars usually do around 80 damage to all targets assuming it is a direct hit.
Why not instead make Mortars do 40 damage but then they do the full 80 damage vs Team Weapons (MGs/Mortars/AT Guns etc) this would allow Mortars to be made more consistent (by increasing AOE/improving scatter) while not acting as ranged snipers and 1 shotting squads from across the map while still being great at the one thing you want a mortar for...which is to counter MG spam.
They tried numerous ways to make indirect fire better (adding suppression for example) but never actually went and did the thing that would make sense because it would take an extra 5 minutes of work to add scaling based on unit type as it is very easy to do in the modding tools.
The issue with 120mm is that you have no way of countering it and 120mm counters leIGs, HMGs, AT guns, infantry fighting in cover, static buildings like tech building for OKW and so on, while OKW has to go mechanized to at least pressure the 120mm, because you need to kill 4 models to at least decrew that thing. With OST it is all bad, because Werfer is an RNG cannon and is very inconsistent if you fire further then 60..70 ish meters, so it is not even worth for OST to try doing anything against it, unless you go LeFH, which is a less then desirable solution at least for me.
I think 120mm is so good that the single mortar might outperform 2 leIG |
We need to chill, because PFs are god damn 15 mp, 20 muni more expensive up front. Of course they should win, because they are more expensive, lmao. The thread can be closed now |
I'd like to not water-down all indirect units too much. We're pretty much there already, and it has made support weapon spam untenably obnoxious in many team games. 1 Mortar can't properly shut down an MG with smoke due to pack up times relative to smoke cooldown.
If you want to nerf double 120mm mortars, I would suggest increase the pop-cost so it costs more MP over time and punishes keeping them in a late game army. Pop-cost is how you control unit spam, its why 2 KV-1s just doesn't happen anymore.
I'm also exhausted at the MG+Mortar combos that dominate Red Ball Express, and aggressively urban maps with good garrison positions. City 17 and Essen Steelworks for example. I wish we could swap Counter Barrage for something else (flare?) on OST mortars. CB is just against the heart and soul of COH. A mortar that counters mortars so it can mortar freely leaves a bad taste. The best solution to any problem should be a combo of units.
If HMGs are problem then solution shouldn't be in 3 commanders and 1 faction. This is way too specific.
I can't say about Gachi, but in my opinion the lethality on this unit is too much. So we got the HMG counter, that becomes and all infantry counter, hence the 0.5 moving accuracy penalty and buffs in cover. This is sort of like with the ST that was supposed to counter blobs, but ended up countering everything lmao
But the idea with popcap is great. If people are OK with lethality being this bonkers the Survivability, price, popcap and, of course, timing should be adjusted (2cp for this monster is a bit early).
I understand that Balance team would not want this unit to be nerfed to the ground like it was with almost every indirect, but 120mm definitely needs some decisive nerfs and it is a matter of time till this topic was raised. Hell, even balance team acknowledged this with their autofire range nerf to 80. |
295MP/80MU is more expensive than 280MP/(60MU) thus PF are more expensive than AE that is a simply fact.
The Cost of a unit and bleed are completely different metric so if someone is "spinning" words here that is you and not me.
Important thing here is that there is no reason in the first place, to compare PF, which is a alternative mainline infantry, with AE, which is a engineer unit.
Bleed is an important metric, it is just a delayed cost. That is why penals are not great late game, because you pay for using them way too much.
E.g. some guy buys cheap used BMW, but he has no idea, that he will have to invest more then its worth to get the car to a reasonable condition and especially the cost of maintaining that vehicle.
Same with units in COH2, it is all part of the cost and is instrumental part of unit's cost efficiency, in which PFs are clearly in the lead. So yes, they are more expensive and by more expensive I mean initial cost compounded with reinforce cost and conditions that unit is operating in.
Yes, units are completely different, but they still eat up a slot in commander's roster, because there are USF commanders with rangers, paras and even cav rifles and I would get any of those guys over this totally "cheaper then PF" unit. |
Cant it be lowerd to just 4 models then? As Klement said, it might aswell right now have 6 models, since you need only 1 to operate. Or maybe change its formation somehow, so it would be easier to counter it.
And still 4 models means 5 if this was a regular mortar, since you need to kill 4 dudes to actually decrew it, but this is a start.
I also think that OST counter barrage should outrange the 120mm, currently it is 100m range same as barrage range for 120mm. For example 120mm even with that scatter has a very high chance of wiping OST counterpart (albeit with slight afk from the OST mortar), but not the other way around. Maybe give barrage same range and add give it back with veterancy. Even with 80 range it will have plenty of lethality. |
6 men G43 PF are 295/80 munition unit and thus they there ARE more expensive than Assault engineers in both MP and munition.
(I am not even sure if OP is talking about flamers for Assault engineers since there would be little reason to go point blank with it.)
6PF are not CP 0 call-in unit, they are buildable from HQ and require upgrade to get 6men which is also different than being a call-in unit.
Comparing these two units are not really helpful since they serve different roles.
This whole thread does not really serve any real purpose because the interaction of these units one vs the other does not really say much for either unit.
My oversight, still 5 reinforcements and MP price is even and it goes up from there + as I said CQC units bleed more, simply because the can't do afk dps from the cover. So no, PFs are not more expensive no matter how you spin it.
Why not just give your ass engineers bars?
Because BARs only bring midrange DPS to a squad with grease guns and they are worse on the move close range+60 muni per piece. |
Oh, no. They butchered my OST sprint sad crying face |
I don't know if it is a some sort of clicking bug, but things like retreat hotkey press not registering and losing the squad in the process. Or the unit vaulting instead of getting behind the cover (even though you drag click to formation). Or stucking between covers.
Also the good old thing with charging rocket arty at the frontline. I swear this happens to everybody lmao |
This one was quite recent:
I play as USF, opponent is OST at Bocage. I screwed up and allowed the guy to build a medic bunker near mid VP and he camped there hard with 2 HMGs and 2 mortars, which I though was not a big deal, thinking to myself: "That will be easy. This guy is just another camping noob".
The thing is that he seemed like having a maphack and mortared me seemingly everywhere and always outflanked me. Suffice to say, all my efforts to kill the bunker were futile. After accusing the guy of maphack and trying to do anything I could to win for 20 minutes - I quit. After watching replay I found out that he had a bunker with reinforce and medic upgrade that had like 75 or so sight range. Before patch, where this oversight was fixed, I had never seen that strat again.
These two were quite a long time ago, but still very funny moments:
Playing 4v4 with my friend as USF at Red Ball. After mass retreat, trying to reinforce all my guys. Comes burning plane and wipes three squads with ambulance and leaving 1 dude alive as USF.
2v2 as USF had a retreat point near the shed south of muni point at Crossing in the Woods. We were winning roughly 400 vs 200 VP, I own my guy hard. After my mass retreat (typical USF lmao) comes panther, the guy sees all that and calls frag bombs. In panic I tried retreating all infantry to my base, but I can't because Major is still the retreat point... Lose all my army but a Sherman. After seeing all that, I opened a menu and click "Exit to Windows"... |