that why they cost 300mp
And pgrens 340 |
Would u build an elephant, when it has not much more range than a jackson, lower damage and lower rate of fire ?
Elephant could fire 1 shot maybe (he misses alot), and allied tanks are behind it.
In the beginning of coh2, the elephant had a gun range of 100, with 60 and lower damage it will be finally dead.
I mostly agree here as well. Nerfing ROF is a bad idea, nerfing range is a bad idea, if you nerf dmg, only by 40dmg so its still a counter to heavy tanks but takes three shots to kill mediums. I think people forget that this thing costs as much as two SU85s. |
I think a reinforce bunker is better, just 60 muni, if you hide it behind a building is very hard to kill. Save your 30 fuel for tech.
That requires a building to hide behind, can't move forward with your army, all your support weapons have to move toward it to reinforce whereas the HT comes to them. HT can retreat and is harder to kill. I think it's worth the fuel. |
I don't mind the Moscow maps however they do favor the south bottom sides |
It's just not worth 30 fuel, easy to kill, annoying to use. I would use it if it would be much cheaper.
On the other hand it is a very necessary tool for team games when you have an OKW with battlegroup to reinforce on the front lines. |
Things which are also no longer: mortar op, 2x 1919 and Stuart which render any light vehicle play useless while at the same time providing AI. Combined that with the other factions play (maxim spam/Penal spam) which also had good LV (T70/AEC) you would end games early or have a huge lead early on. If there was any late game attempt, you had CalliOP/Party Cover.
It's not rocket science that the numbers have turned around.
Oh right! The USF mortar got nerfed! I remember some ridiculous games against USF before I stopped playing... And the m1919 limit makes a difference too. Thanks for the heads up. It's been a while... |
Nine months ago was a really good time to play USF, it was OP in every game mode, not so much now. I do agree that Brit mortars need to be changed. I'd like to see the autofire range decreased to 80 for it (but at the same time, decrease the isg to 80 and down to 60 for all normal mortars) with maybe a slight buff in barrage cooldown to compensate. I'd also like to see brace go, in return for a reduction in damage from AT sources (like tanks, AT guns) and brace being replaced with a repair ability.
Hasn't USFs only had a small reduction to RM RA and a slight LV nerf? Not that's such a huge change... |
Which is why most teams wouldn't pick the same commander. Promotes game diversity and limits cheese.
Side note: No one feels bad for people who play 4v4 random.
I see. I would certainly work if everyone got along well and played in a team like yourself. I wish this was the case as it would make large gamemodes far more balanced and entertaining but it's just not reality.
Although I have to disagree with you on your side note. I'm sure 4v4 randoms do feel sorry for themselves and I'm pretty sure they make up more of the 4v4 players than the arranged teams. |
I was referring to limiting the number of certain tanks (ie: Elephant) that can be on the field at once per 4v4-team.
Hmm I think you'll have fairness problems there. People on the same team fighting to be allowed to use their own commander callins lol. Good idea but an unfair one I think. |
Not mediums but certain call-ins and heavies.
Which callins need to be limited that aren't already? |