Overall however I would say that at least balance wise the Ostheer is lacking as well as struggling more compared to the OKW which on paper should be the weaker Army. But in practice it's really the reverse, as this poll shows, again at least in my personal opinion.
Ostheer isnt weak, its just that OKW is way stronger this patch than anyone here wants to admit to yet. I feel like ostheer as currently implemented should be the balance level all other factions should strive for. |
OKW is too cheesy, Ostheer feels like an actual RTS faction that had some thought go into the design.
OKW is like if someone was like "bro what are the nuttiest german weapons and units we havent featured yet" and then just slammed them all together throwing out every bit of faction design principle and balance that was established. |
Because adding an extra ability is actually a nerf according to you.
Yes its the classic bait and switch
"wow look at these shiny new abilities!!!"
*nerfs paras, pfs and some weird ass suggestions for the loiter that cant decide if it wants it to be better or actually more ineffective*
but oh hurray, a smoke drop ability. |
i dont think anyone did. i know myself ive had it happen to me (in retrospect) and consciously disqualified it as outrageous scatter and not having moved far enough away because the idea of it tracking was inconceivable
+1 |
https://www.youtube.com/watch?v=NaAhWya4VLw
I saw it on my youtube recommendeds.(I knew youtube algorithm so dont be harsh on me)
Notice a community war paint member is the one cheating too. Yeah it proves its a toggle that just removed fog of war. In fact it looks like it just uses the enemy units like their own. It doesnt light up the whole map, just the vision the enemy has too.
And all those people asking for the hack to download it too. I honestly wish I could meet some of these people on the street so I could strangle them with my bare heads while letting them know its because they cheat online. Just once I'd love to see cheaters, whos whole complex is one of control and making someone else suffer from behind a computer, have the life squeezed out of their eyes slowly. |
I thought your main point was that you wanted to post exploiters here because you think reporting does not help. So by posting them you could at least make people aware if they get matched with them. And in that case it really does not help because everyone can see they are exploiting on the loading screen already (in contrast to a maphack or other cheat that you won't find out about until long into the game).
It wasn't clear to me that your main issue is the family sharing, I assumed you just wanted to give an explanation how they do it. But yes, I am with you on this one. The free give aways that CoH2 had certainly did not help either.
Try reading what someone writes next time. He made his point abundantly clear, you just wanted to ram in whatever talking point you had in mind to tell him to sit down and shut up. |
Airborne Company
General:
An interesting commander that lost some of its appeal with changes to USF tech.
(Can someone pls decide if we the spelling Airborne or Airbourn half the unit abilities use one name the rest the other.)
Suggestions:
Pathfinders
Once more the unit try to be too many things. The unit comes with 2 elite carbine (that should not be available this early) 2 "snipe" carbines that make the have high close DPS even though it supposed to be a "scoped" unit.
Imo the unit should have its XP value increased currently its price and XP value are far apart and the unit gains veterancy very fast.
The unit should have a clear role as support unit, change the weapons/ or weapon profiles to have a mid to far profile and thus behave similar to JLI. (Replace the scoped carbine with springfield_sniper_rifle_mp if possible). Than lower the cost to 240 and the reinforcement cost accordingly.
Replace the passive critical with a timed ability possibly even increasing the range of the scoped weapons so that unit can serve as an antisniper unit.
Beacons now a seperate ability:
The beacons could be used to get add more dept and become closer to the soviet counter part. Add cost of 100-150 MP "Airborne Rally Points" make the detection a timed ability and add the weapons airdrops for HMG/ATG freeing one commander slot. One could experiment adding a timed aura reducing the target size of paras.
Paradrop .50cal M2HB Heavy Machine Gun
Paradrop M1 57mm Anti-Tank Gun
Both abilities moved to beacons.
Paratroopers
A goon unit that could imo use a couple of changes.
LMG:
"Suppressing Fire".
Add icon on portrait to show when it active.
The CD of the ability is simply too low (become even lower with vet 1).
Increase the CD and change the ability and make the ability scale with veterancy instead of getting lower CD.
Change the ability from aimed to timed so that one does not have to waster in clicking one enemy unit.
Possibly make the provide bonuses only when stationary.
Smg:
"Tactical Assault"
Increase the CD and change the ability and make the ability scale with veterancy instead of getting lower CD.
The use of ability imo is not communicated to player effectively (especially having to move to benefit if I remember correctly) while the design of killing unit on retreat paths and is not good for the game. If the ability is changed to provide durability and increase movement speed it will make the easier to use with good results.
P-47 Rocket Strike
The ability is not very consistent.
Possible change could include different accuracy value for left and right rocket to reduce RNG.
or/and
Planes that have HP instead of critical death to reduce RNG.
or/and
Planes become harder to shoot down but suffer "suppression" when under fire form AA
or/and
the addition of 2 extra planes that appear in different timing that do a single pass and are invulnerable so that the ability still does something even in large modes where there are allot AA.
The extra slot could be used for:
Smoke bomb plane
or
a strafing run plane
or
bombing plane
or
if one want to add a fuel ability (due to high mu cost) oen could add "version" of Ostheer "Breakthrough" improving the speed of vehicles for a fuel cost representing armored vehicles rushing to support paras.
The classic "vipper creates a thread for USF balance changes just to suggest nerfs to everything" post. I missed them during your week long ban.
|
It will randomly target an indirect fire unit. That could be a Katyusha backing away at the other side of the map or a lone mortar. Could be a ZiS firing a barrage on the frontline. That's fine, but I would rather manually target my barrage and hit concentrated enemy positions and inflict more damage. It only takes a low amount of micro and the damage potential is significantly higher in most cases.
Both of those units had their effectiveness moved from auto fire to the player targeted barrage. Isn't that exactly what you are advocating for the LeFH?
Yeah exactly. Note "barrage" not "counter-barrage". I'm asking you to implement things youve said evenly to other units. Are you really asking me a redundant rhetorical question when yes thats exactly what I'm doing? |
before last patch, maybe ukf had problems dealing with brumbar
but now, all allies should easily handle brumbar. unless you keep going for massive vet infantry blobs, thats you problem.
actually as 1000 ranked 2v2, i seen 1 usf team-mate doing rangers zooks blob in 2v2 games. cheezy and op against brumbar...
Ranger zook blob is a good way to get fucked by a brummbar. |
Jli was assengie patch and 12 min tiger was heavy patch.
Hence you know the key defining units of that patch getting called that. I wouldve called the previous patch the ostruppe patch to lol
Fair enough lol and I wasnt meaning to be antagonistic, I was trying to support your point that patches are always dropping the hammer one way or another, creating more issues.
|