Seeing which route the once great "Total war" series has gone (taking out core factions from the games and reselling them as on-disk DLC while simultaneously now pumping out another shitty to mediocre game every year to milk the player base), I fear that CoH3 might go a similar way.
We've seen parts of this in CoH2 already. Factions that were batshit broken on release. Nobody with a bit of honesty at Relic could have looked at this and said "yep, that's a balanced state to start with and we can sort out the rest later".
The factions were planned to be OP to give incentive to buy them if you want to continue to have fun in one of your favourite games. Also it is questionable if a couple of units is really worth the price they are asking for at release. In my opinion it is not. Other games release whole DLCs with story, characters, items and even cinematic cut scenes for similar prices. And then there's the ingame store where you can buy skins (maybe forgivable), but also commanders which make up a huge part of the meta. Most of them were also broken at release to make people buy them.
I'm sure that there are many people at Relic that are passionate about the franchise and want to produce a good game, but I assume that the corporate pressure from Sega will be too much.
I'm not sure if I want to see CoH3 released. If this game is a shitty DLC festival, then our playerbase will be split even further and we will end up with basically two unplayable games. |
Before people start raging "OPOPOPOPOP!!!!!!11!1!11!" again, keep in mind that this ranking does absolutely not say how far the factions are apart in terms of overall power. |
Sure this is specific to the MG42? I thought all MGs have their gunner in the front unless closeby cover (or sometimes janky algorithm) sends the other crew members to a spot in front of the MG.
Changing it could be quite a buff for MGs, not sure if that is needed in general. Assuming that it can be changed by the balance team at all.
I also sometimes felt that the crew should protect them more, but then again - logically thinking - no sane person would send his units in front of the own MG, that would just get them killed. Also the attackers would likely focus the gunner first.
So if there really is a need for rebalancing, I think there should be a way to do it without breaking the authenticity. |
Sniper is fine and can bleed your opponent hard if microed well. Just look at high level play.
If it's ineffective for you, you're not microing it correctly. Don't buy it if you can't use it properly, but that is the same for every other unit |
I'm not sure about the current balance of PTRS cons, but ehat the commander does is that it adds to your options. Like Ppsh upgrade, like the big T34 tank or the OKW P4 variant for OST.
There are also commander slots that give you a straight up better unit, but adding a decent alternativ is in my opinion thr best design |
This could be a quite effective change.
And not as clumsy as my 79 damage idea.
Ffs I just had to fix the spelling of my post. That's what happens if you hastily type on mobile.
Anyway:
I think this idea has a lot of merits to it if it could be implemented.
The general role would not change, it would probably not cause any major balance issues. It would achieve what most of the community wants (i.e. that you should need a squad in front of your sniper at all times and not be able to roam with it). Rebalancing could also be done by a slight buff in aim time or reload if necessary. And early retreats are still rewarded and would work the same. |
I think it would help a lot if snipers were just a bit slower than normal infantry. I'm not sure if this can be implemented though. No more kiting and running away indefinitely before the chasing squad gets drawn into another fight. |
If you play with randoms you might just have gotten unlucky. If everybody vetoes different maps, there are more vetoes than maps, so the least vetoed is chosed. |
I honestly never used it exactly once. That time the enemy was in the cone of fire with other squads following up, so I thought the (at the time recently reworked) ability will be useful for increased damage and suppression. But I just saw my gunner reloading while all units moved through the cone, closed in and focused the MG, forcing a full retreat for all of my units.
As our seductive CarbordBox said, there might be very specific cases, but if you belong to the bottom 95% of players like basically everyone who cannot micro every unit simultaneously, don't use it. Throw a molotov into the walking path instead or place a tripwire flare later in the game instead, that's a way better pay off. |
While it would not hurt, I think that this is probably not worth the effort of implementation. If you don't want a unit anymore, just sacrifice it. Your opponent gets a bit of vet out of it, but that's just the way it is, and better than all the bugs that could be caused.
It's just such a rare issue with other potential "fixes" already available. |