It's exactly the problem I have.
Why exactly is this a problem? Players who stream (at least in CoH2) are usually very good; to be a very good player, you need to know all aspects of the game. Someone who knows all the aspects of the game has a good insight on how one change might influence another unit, team, etc. and that's very important to creating a balanced game.
Really not seeing the problem here.
Why not ask the mid ones? the ones that play casually and competitively at a minimum degree?
Since these are the majority.
To put it bluntly; because 'mid ones' who 'play casually' aren't skilled at the game. They usually play one team primarily, and don't fully understand unit match-ups between different factions, or even the small quirks that the game has (that are never explained, for some reason). I'd guess that very, very few players in the over 500 ladder range know about some obscure stuff like using AT scatter into the FoW, close-range cover being ignored, even more obvious stuff like rocket-arty overshot tendencies. Then there's all the strange super obscure stuff involving demos/goliaths... it's a huge list.
Meanwhile there's players like 'HelpingHans'. Look at his place on the leaderboard - top 5 in EVERY faction in both 1v1 and 2v2. That's incredible. But to be there, he must knows and incredible amount about the game. |
Main issue with mortar pit (disregarding THAT doctrine) is that the auto-fire is essentially better than barrage in every way. Not controlling a unit should NEVER. EVER. be better than controlling it manually. Reduce it's range/RoF a bit when auto-firing, keep (or even slightly buff) its stats when manually barraging (attack ground should be somewhere in the middle?).
Hmm, retreat is a temporary way to prevent your squad from getting wiped, but its not 100% safe.
Brace is a temporary way to prevent your emplacement from getting wiped, but its not 100% safe(90% and you're still in the same spot after it ends).
Yup, doesn't sound like it has pretty much the same purpose at all.
Retreat causes your unit to run all the way across the map back to your base, and is probably used when its down a few models. Retreat a squad at half HP? Probably going to take 15s to get to base, another 45s to reinforce/heal (+MP cost), and another 45s to get back to where it was on the map.
Brace gives your mortar pit a massive HP/armor buff for a period of time (20s? Can't remember). During that period of time, it can be repaired. After that period of time, it's exactly where you left it, right in combat - possibly back at full HP.
One of these abilities is much better than the other.
Also the whole "but it needs a retreat or I might lose it" is such a weak excuse - that's how emplacements/buildings work. They're strong when defended, but can be lost when over-run. As far as I'm concerned, if your mortar gets overrun, it's your problem - it was badly placed/poorly defended/etc.
Meanwhile axis emplacements can be decrewed by a single unit, taken over, and used by the enemy - OR flat out destroyed. No 'brace', no 'super brace armor', no repair stations. Just micro and macro. The way it SHOULD be.
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Basically just going to reiterate what everyone else has said.
1. Brumbar is bad. Everyone can see what it's SUPPOSED to do, but it's horrible at it. I'd increase AoE a little, and possibly increase shell speed so it actually hits more than once every 500 games when auto-firing, and give it a 'hold fire' button. Wasn't aware it triggered counter-barrage, but that's gotta be fixed as well.
2. Grens need late-game scaling. They're 240mp for 4 models (60 each) with an insane 30mp/model replace. This means that when you lose one model, you're not only paying more to replace it than any other main-line infantry, but each loss contributes a larger impact in unit performance (25%, 33%, 50% vs. 16%, 20%, 25%, 33%, 50% for rifles). Also, less models means the unit sticks closer together, meaning higher chance of getting AOE'd.
3. Ostwind could really use a buff. The centaur is just better in every way, regardless of the slight cost difference. |
It would also be almost completely symmetrical. The british faction would need to be completely redesigned from the ground up...it'd literally just be Ostheer with none of the advantages.
Going to disagree there.
Brits would still be fairly unique. They have arguably some of the best scaling mainline infantry, they have engineers that are actually incredibly viable in combat vs. both vehicles and infantry, they have the whole tech-choice thing (which would still be mobile vs. defensive), and they'd still retain most of their late game diversity through commander choice. They'd also still retain their 'better in cover' system for infantry, too.
Would they be as unique as they are now? No. But that high level of uniqueness is what's causing most of the problems in terms of balance and game play mechanics. |
Voted OP.
Why? Because emplacements (other than MG and decrewable arty) shouldn't be in the game. At all *covered at end*. Regardless, let's look at this commander.
1. Mainline inf can repair and build. Alright, this isn't so bad, although at 0 points it allows for even earlier mortar pits and such. Kind of neutral, IMO, since the repair is limited, and super early emplacements aren't that great.
2. +40 armor +30% HP. Why. Why would you do this. So now the already tricky to kill emplacements (especially early game) are even harder to take out. The game's about tactics, micro and maneuvering; not being AFK.
3. Forward Assemblies can repair things. At the same time as the Armor/HP buff you get a building that can repair said emplacements. Yea, no way this is a bad stacking ability. Imagine if there was a doc that gave command panzers AoE repair. Just a terrible, terrible idea. You don't even need to "micro" (really, not micro) your engies. Just use your AFK buildings to repair your AFK emplacements. 10/10 Esports ready.
4. Counter-barrage. So now the AFK buildings that are repaired by AFK engies can AFK counter-barrage. Not only this, but it works on base buildings, which is horribly, insanely broken. Why? Well, let's look. Firstly, on smaller maps, it covers literally the ENTIRE map. How do you counter emplacements? Usually arty. Now you can't counter it. Well, no problem, right? You just take out the arty with off-map. Oh wait, it can't be decrewed, and it's in the base sector (which banned arty units a while back) so it can't be hit by off-map. What is this? It's like whoever made this ability never played the game.
5. Precision arty. Oh look. An ability to stop anyone that somehow gets close to your city, or really anything at all.
It's not so much that it's blatantly OP (that counter arty sure is), it's that it goes against every single convention and game mechanic in the game. We've got un-killable static arty crews (against all other design) in the base sector (against design), that can auto-target arty units, which are supposed to counter emplacements, where the emplacements have increased HP and can be repaired by AFK units.
For a thought expermanet, let's apply this to OST as a tank commander. Let's see how dumb it is.
1. Grens can now repair vehicles (but not buildings).
2. Can now promote a vehicle to 'command vehicle'.
3. Command vehicles can repair nearby vehicles.
4. HE rounds. Tanks can now load HE rounds (for free) to counter AT weapons/inf.
5. HS129B-3 attack run. 75mm AT-plane does an attack run. Stuns/damages engines on hit.
This doc would be insane; you'd probably have a 100% win rate after 15min. It also ignores most of the design choices in the game (tanks not beating literally everything, needing support, etc.), invalidates expensive units (any call-in heavies), and would be generally insanely annoying to play against, since the game would always turn into a tank spam with a few grens to cover the flanks and repair.
*emplacement rant*
Emplacements, other than the MG emplacements and decrewable arty, shouldn't be in the game. At all. Period. As I've said a thousand times before, CoH is about maneuvering, flanking, tactics, and general mobility - not camping. Units that encourage this are counter to the games design, and really hinder the games ability to reach its full potential as a competitive game. Yes, this also includes FRPs. There isn't anything wrong with FHQs for healing/reinforcing, but being able to retreat to those positions destroys the core mechanic of forcing a retreat. Once a retreat loses its tactical value, there's no point in trying for one.
Suggestions:
Mortar pit - replace with normal mortar
Bofors - replace with something similar to the ISG/Pak Howie
17lb - replace with mobile AT gun bigger than 6lb
FlaK emplacement - replace with truck w/ Flak on it, but has setup time (and low HP).
Pak43 - replace with repair bunker
Schwerer HQ - remove weapon, massively increase HP/Armor (since it doesn't heal or repair things)
Watch the game become much more dynamic.
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Let's limit limits to one....
Seriously though, it's not that important. Putting all your MP into snipers early on just isn't a great idea, since you're basically limiting yourself to glass-cannon units. |
It's fine? Not really sure what you're looking for. About the only complaint I could make is that the transition from mid to late game in 2v2s is a bit on the fast side.
3's and 4's are just insane, but there's no real point talking about those. |
Way too inconsistent to be worth it. Sometimes it destroys everything it sees (multiple models per shot), other times it seems to do 1hp per shot with 0 splash. Make it a bit more consistent and it would be worth it.
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No.
Just because something is OP for one patch doesn't mean there needs to be a counter added. By the same logic Ost should have gotten a Shrek upgrade on Grens because the AEC was OP for a while.
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Doesn't this have the potential to massively change late-game balance at all game sizes? This could possibly be the biggest balance shake-up in CoH history; I hope the balance guys aren't planning on doing anything but work for 72hrs+. |