I like how trucks are purchased instead of freely arriving at set intervals.
But outside of that, I'm not sure on all the changes made to OKW. However, I am favorable of the new OKW in the sense that I like that Relic appears willing to redesign and revamp core faction mechanics. It stands to show that as factions are introduced to the game and rebalanced, their overall designs require adjustment to accomodate.
But nonetheless, OKW has always been a problematic faction to deal with. Volks, Kubels, and Obersoldaten are probably the three units that have always had awkward/OP roles for OKW. Until their roles are clearly defined and mesh well with the faction there will probably be endless recursive debates. |
I think a lot of those changes had to do with team weapons, (specifically the B-4 IIRC) which had really wonky pop cap on the weapon vs the crews. Likewise, the changes to entites merging with squads and recrewing also might've been involved in changing them to a more consistent (albeit imperfect) system. |
I think that specific value has to do with accuracy ranges. The tank's range is the same, but the distance at which it calculates the accuracy for max range starts at 45, instead of the maximum range for the weapon. (Hence the change to the mid range as well.)
Both these changes are rather miniscule nerfs (depending on how different those accuracies are.)
Keep in mind though, I'm not fully confident on how much these values affect weapons that scatter. |
I voted for the always salty option even though it's rather rare because that's exactly how I feel when I do rage. |
You'd have been better served comparing streetball to the NBA. Or hell, college ball versus professional leagues. Either way, there are ways that people can disagree with you, which is the ultimate point, rather than reach a solution. None of us are game developers. Unless we're building a mod, constructing a proposal that will taken into account by Relic, or are developers of this game ourselves, these heated debates over whose opinions are valuable are mostly inane nut-flexing.
And as far as I can tell, any game of CoH2 is a fuel race. It's not like there are different forms of veterancy or anything to make it so people aren't all fighting over tech. |
I think in a lot of ways, similar to not using actual Nazi insignia, that by avoiding historical accuracy, they're relieved of having to maintain it. Since it's "Soviet" and not "Red Army" they can bend reality as much as they want without being 'wrong'. |
I believe every patch a lot of custom settings can get reset.
I mean, usually I have to do a clean install of CoH2 every patch because my SSD doesn't have the space to update, so I'm just used to having to re-disable all the replays, menu videos, etc before ramping all the settings down to minimum. |
This thread reminded me that I miss barbed wire fields.
They were pretty cool to mess around with, even if they were rather glitchy/problematic with pathing, especially on retreat.
And I agree that penals need to have some sort of decent role. I miss having SVTs be effective at range. I've also long felt that penals should have something like a DP-28 upgrade to make a choice between flames (and satchels). |
Just make a new squad, starts with 4 MP40's(since blobbing MP40's isn't exactly a great idea), can be upgraded with 2 shreks, 90 muni each, so pop one shrek, then the other? Other than that idk, ripping off PG's with sturms is to easy, and giving them to obers means you get a can do everything unit(obers are good AI, and then decent AT?).
I figure Obers would have to choose between lmg34 and shrek(s). Even so, given the time they hit the field and their cost and upkeep for reinforcing, Obers with shreks might not be that spammable. |
Because abandonment is completely random, (although I swear it happens the most when a tank is unsupported in enemy territory.) Abandonment needs to be reworked to allow for some method of player control to in some manner, predictably cause (or prevent) abandons.
As it stands I feel that the abandon crit is most appropriate for units like the kubelwagen. (What I really mean is that abandonment seems like it was an attempt to tackle the bike/jeep pushing issue. Back in vCoH I always wished I could just shoot the stupid driver and take his vehicle when my squads were being pushed around.) |