is not a werfer one shot able? so kubel is more tanky? but its a scout that give free map hack? not punishable by tank destroyer?
The Kubelwagen is a frontline unit, the Werfer/Katyusha/Stuka is not. They're oneshottable (by mediums/AT guns and up) because otherwise they are far too difficult to deal with. You must dive them. |
Imo the only annoying about the rifle nade is how powerfull it is vs units clumped in yellow cover.
Units tend to clump up in yellow cover. Allowinf for easy wipes from long range.
I would nerf its damage in yellow cover a bit.
The rest is fine, this way you will still do very good damage vs clumped units in yellow cover without outright wiping full health squads (wich is the only problem) You will also be able to destroy the yellow cover and have improved accuracy on the inf.
I mean, a solution might also to be trying to avoid having an entire conscript squad use a single bush as cover. The click/drag method usually results in people being spaced decently in cover, assuming there's actually enough cover to begin with. |
The fact that a kubel can survive a mine is way dumber then surviving t34 shot
Cause surviving a mine doesn't really make sense from a balance or realism perspective, you have no excuse not to get a sweeper as OKW
You kinda have no excuse not to get a sweeper for EVERY faction. |
Snipers would be fine if, as has been mentioned, everyone actually had access to them. As it stands two factions need to either severely outplay their opponent to deal with the threat (Losing a valuable unit of their own in exchange if they fail), or they have to pick a doctrine to counter a stock unit.
CoH3 seems to be giving every faction a sniper, presumably having realised they're not a good source of asymmetry. |
I didn't declare it to be true. I've said my experience of being in the match with him. Didn't declare him anything. What are you on about?
What? How is that supposed to be at all logical?
You stated your "experience" playing with Sanders was that he's excessively toxic, and you defacto declared that to be the case.
What's the point in backtracking? |
As for the tons of "non rng" comeback mechanics. I cant think of many outside of getting lucky wipes and playing better or your opponent screwing up and losing his lead or op units such as the avre and st wich arent game mechanics.
Increased MP income when you possess fewer units, which allows you to rebuild your forces more quickly.
Non FU answers to FU units (AT guns) meaning that you can always be in the game even if your expensive vehicles have been taken out of action.
This is not an exhaustive list. |
I don't give a flying hoot about you. So no, I did not screenshot the moment I saw the member of the balance team trashtalk his own teammates. Say what you want, deny it as much as you want, from my experience playing vs you, you trashtalk all over the place in all-chat. Deny it all you want as I have no proof, but I know you're a bi**h-kid that cries. That brings me laugh every time I see a post from you.
EDIT: Besides, even if I had proof, do you think I'd make it public? As much as I do not care about you and think that your balancing is beyond sh**, you're still a human being and probably do not deserve and public backlash because of a game rage. As I've said, I'm not stranger to trash-talking. I know, surprising right?
I don't get it, you "don't care", but you mentioned it to begin with.
And how does it make sense that you "wouldn't want to make him look bad by having proof", but you're still totally willing to declare it to be true? |
I coudnt agree more. It would really be a massive loss if abandon mgc etc would be left out or relegated to a special mode. Also keep the current target size and accuracy etc. The not 100% garanteed outcome and unexpected events that can turn the tables are great.
If it becomes to clean cut and predictable its just not a fun game imo. Then matches are going to be decided in the first few moments and take away a lot of fun.
Also biggest wish is letting factions have the same basic tools with some slight difference in how and when. And please dont give 4v4 the same economy system as in coh2 giving one side a massive advantidge over the other.
Games would not be decided in the "first few moments" regardless of the removal of bad RNG elements.
The games are already designed with a ton of comeback mechanics that do not rely on RNG. All these garbage RNG mechanics do is cause players to sometimes be punished despite playing well. |
i think that then would make it look too similar to the winter variant of pgrens.
Regarding the patch, buffing the pershing is a big mistake. Other changes are good though
Perhaps, though the Winter Pgrens and Summer Grens don't appear together, so it's not as though you're ever going to confuse the two. |
If you don't trust me, go test yourself.
FYI, here is my test. After throwing shatchel, I ran into the kubel. Only cavalry rifle got 4 units killed.
While Axis had no units killed. (All auto-attack has been disabled by cheat mode)
+ Another test with allied unit as enemy confirmed that they do gets killed. So... I'm not sure the exact mechanism over satchel dmg over inf, but it is clear that it deals more than 80 to any allies inf. while it deals maximum of 68(according to the Korean stat site) to the Axis inf units.
+ Calvary satchel & Soviet satchel shares same data. It's default dmg is 340, but vehicle gets 70% dmg(240) and I guess infs. also get somewhat damage reduction to 80. And Axis inf gets + 20% dmg reduction(68).
CoH2 stats are so complicated yet their is no way to know for exactly unless someone decompile the game itself. I whish this thing gets updated in CoH3. For example, ST2 has in-game unit stat wiki.
Very strange. This seems like some sort of obscure bug more than anything else, though it should definitely be fixed/made more consistent.
I wonder why this happens? |