I'm really against this "Remove Vehicle Crews from USF Vehicles" thing. I understand they're powerful, but this is a core element of USF and it seems to be arbitrarily divvied out between random vehicles on a whim based on whatever winds of balance is blowing.
I'd much rather see the Vehicle Crew ability to repair nerfed significantly on a baseline, but the Vehicle Crew themselves given an ability to repair at a faster rate for munitions akin to any normal doctrinal Vehicle Crew Repair rate. That way shit like the WC-51 wouldn't have infinite uptime unless you were flinging munitions left and right which would hurt you in other aspects.
On top of that, I'd honestly like to see a "Light Vehicle Crew" and "Heavy Vehicle Crew" with different vet bonuses and pop cap to fix the ridiculously lazy solution of popcap cheese and give a little more wiggle room for balance. On top of that, iirc the Pershing doesn't have a Vehicle Crew because it would allow you to call another one in if disembarked, so give them a unique Vehicle Crew (Armored Vehicle Crew?) that would also be tied to the Pershing Cooldown if that's such a large problem for repair rate too, lock their Munitions-based VCR behind Vet or just don't give it to them if you don't want a reasonably repairable Pershing, could even extend this to the Ez8 and give them the same crew since it's a different Doctrine.
Fuck that, USF needs LESS units with muni costing abilities that you have to pop just to get baseline or slightly above baseline performance. Seriously, stop doing this devs. |
This is why this forum sucks a lot of times because mods just let salty wehraboos come in to dump their rants and ask for nerfs. No one is doing that shit in the axis threads, dont bring that garbage here.
Literally just move, thats it thats the whole strategy against indirect fire, just move. The reason CB was taken off lefh was because even after you moved the gun would track you a lot of times and still hit you miles away from where you were when you barraged. |
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It's a good thing Allies get extremely cost effective tank destroyers then. And objectively better infantry for early-to-mid game (unless cons and even then there's SVT cons). And SPGs for dealing with campers or HQ trucks parked one inch outside the base sector on some maps.
The point is obviously even with those things balance is still heavily skewed. Allies simply can't overcome the efficiency in team games. Cost effective shermans and jacksons are great until theyre getting two shot by the ele or pak43 on the field and your infantry is fantastic until your base sector is getting hammered by a LeFH. |
I think the main issue with 4v4 right now is how easy it is to get value with Panthers. Other than that, my suggestion to anyone who wants to win more as Allies is to pick an arty counter if there is no arty counter. Stuff like IL-2 bombing run and ToT (also don't play Brits). Always have someone with arty counter on the team before you pick whatever commander you want to play.
Both Axis factions get Panthers and they can easily trade and win fights with a Panther because of its high hp and high frontal armour. It leads to a snowball effect late game where Panthers stay alive (keeping value) while removing value from the enemy team. Panther wins most 1v1 as it should for its cost and the range advantage it has over most tanks. Not to mention Blitz at vet 1 and extra survival at vet 2. Now, this last part is just me nitpicking but the Panther's high frontal armour combined with the low pen of Allied tank snares AND combined with the fact that tank snare deflection will not 'kill' a Panther just makes the Panther such a great unit. You don't see faust failing to pen a low hp Allied tank and failing to kill it. Seriously, check out tightropes video on the subject: https://www.youtube.com/watch?v=DMNeWwgvRrI
There's really not a way to fix this without nerfing Panthers. I don't think nerfing Panthers is the right solution because Axis depends on the Panther to be competitive. Giving Allies easier access to better armour might be a better start instead of locking it behind a commander pick that is either better armour or arty counter. Doing this however will most likely shake up the balance of the game in 1v1s which the balance team would want to avoid. Not to mention a complete Commander rework for tanks that are added. I definitely think fixing the deflection failing to kill bug should be fixed though as the bug has led to so many Panthers surviving when they should have not survived. The cumulative total is enough to summon a Panther God.
Protos is right about the blob part too. Axis get 2 stock blob hard counters, Stuka and Werfer while only Soviets have the only stock blob hard counter, Katy. Blobs are tough to counter without knowing the right tools and having the right tools available.
Also I think, if there is ever a coh3, it would do well with a separate balance for team games and 1v1. You can find my coh3 wishlist here: https://www.coh2.org/topic/107980/my-coh3-dow4-wishlist/page/1#post_id857982 Feel free to add to it!
This may be one of the single most important aspects right now in regards to balance, especially in team games were the likelihood of this happening obviously increases with more tanks and more snares on the field. Snares need to be able to never bounce or else allies will always be at a disadvantage with one of the most core mechanics of the game.
I can't thank tightrope enough for this video and for you for posting it here. Please balance team, please fix |
Thread: RK 43 4 May 2021, 18:59 PM
Stupid question, why do people think pak 40 is best ATG?? I mean isn't USF m1 57mm better???
No, thats what axis fan boys say to keep everyones eyes off the Pak40.
The pak40 is a beautiful, long, sexy strong boi that can stun and penetrate basically everything on the field. The 57mm needs munitions to make it useable and i HATE the design of making units have to pay munitions everytime the unit needs to actually do its job. The muni dump 2x 57mm makes over the course of a game is insane. |
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usf pays for self repair by having shit durability on its tanks. why do you think people love the dozer 75mm so much?
Yes. I'm glad you understand. This is why a meatshield unit for USF is a no go. A mini Panther is not congruent with self healing armour.
What if we, and stay with me here its a big one, we just don't give the crew the ability to hop out like the priest and pershing.
I know, i know its impossible and never been done before, but I think if dev team put their heads together they may figure out how to make a beefier doctrinal tank exist without self repair. |
Dude, calm down for Christ's sake.
. . .
I understand that you don't play the game and everything and you only come out of your hole to troll every day but even I would expect you to have the common capabilities of reading and comprehending the English language and if so you would have known by now that I said what I already repeated to the other fellows before.
Now if you would excuse me I have better things to do than argue with someone living in his mother's basement and pretending like he's on a life long vacation from work.
I think it is you that needs to calm down sir. El Chino didn't say anything ridiculous or flame you or anything, he explained why that unit will never make it into live, even if its priced like obers(which still would be no where near balanced but hey, gold star for trying) |
Only there a major difference T-70/Stuart are light tanks Puma/AEC are recon/AT vehicles.
(Want to check how Luch does vs centaur?)
Calculate the change of the Puma hitting and penetrating a Centaur and do the same for AEC (or even T-70/Stuart) vs Ostwind.
No matter how you want to look at it Centaur is much tougher than Ostwind.
Armor does help Centaur it that simple vs a number of weapons.
Centaur is not "much tougher" than an ostwind. I think both vehicles are perfect from a health/armor standpoint right now. There were times were the ostwind was made of glass, we dont live in that timeframe anymore. |
Uhm, okay I guess?
I mean I don't see why you'd have to limit them to only 1 when there's things like Shock troops that aren't limited to just 1 but alright, I haven't used them ever but I liked the concept of a more anti-infantry specialized PG squad with maybe some small utility and armor.
Hmm, which could be stronger I wonder. Shock troops or a 5 man PG squad with two flamers and utility. Its a mystery. |
stuka is cancer, that is all. |