They fuckin' overbuffed USF. Relic, you never ever going to get things right. This and the partisans thing, now I am sure Relic just trolled with this patch. That's sick.
If anyone has a AT gun getting circled and killed by a light tank that got 2 hits, thats a l2p issue because tank has very low health and anything like a 20mm AA cannon or faust will finish it off at that point. Someone that relies on killing a mid game unit by 2 shotting it before the person has any opportunity to micro away and save it just isn't very good. Either it needs to take 3 hits or someone needs to get a unit that can chase it and finish it off. I said multiple times that in their current state, it is a good thing that Quad and T70 are getting 2 shotted or else they would shit on infantry even harder. What needs to happen is they need just a little bit more HP and not be broken offensively.
There is a reason the top vcoh players responsible for the last balance patch decided to get rid of the multiple cloaked shots on Paks w/ bonus damage, because M8s were getting 2 shotted by them. Top players agree with my logic, but here come all the average and below players complaining because they aren't very good at killing light vehicles in the hands of people that micro them and don't want attentive players to have the opportunity of escaping away when they realize they are taking AT fire.
Its the same reason highly skilled FPS players don't like it when games drastically reduce the TTK, because it gives someone a very high chance at killing someone that is much better than them if it isn't a head to head shootout. In the more standard competitive shooters (non realistic, like coh), if someone is extremely skilled they can take a shot or two in the side and react fast enough to still have a decent chance at killing the guy. This wasn't some kind of op-ed, I already knew what side the elite players take on this type of issue.
This ^ The M8 Rush meta was the best meta. It really diversified openings as U.S. in determining if you should rush a supply yard, go for pinneapples or bars. It would always throw off the axis player if they were a below average player but a skilled axis player would predict which route that USF would go for.
The t70 should have 400 hp, and the stuart should allow you to upgrade a mounted machine gun. This light vehicle meta that's present now is good but it can definitely be better.
If you take one look at coh2 charts again you will see USF have consistently had a higher win rate than both Axis factions before and after the patch, USF were OP last patch and now they have seen balance changes people are crying out USF are useless even though they are still ahead of both axis factions.
I don't think it's any shock that americans are the least played faction in a WW2 game, people prefer axis or something different (Soviets, brits etc)
Hey Champ, USF is in last place the first week, but not in the 2nd week. The Line Graph depicts USF being last place. If anything this graph depicts that the other factions are better because they are.
Cause the game really need 4X double rifle bars in 5 min am i right ?
This. ^ In coh1 though, all riflemen would be equip with bars if you rushed the upgrade; you could've easily gotten it under 5 minutes. But in that game volks had a chance to defeat bare riflemen while in this game they're dpsmonsters from the start.
If rifles were so bad you wouldn't see USF leading the win rates after soviets, all these suggestions for 6 man squads, lower reinforce and extra accuracy are ridiculous.
Could you imagine dealing with 6 man flamer rifles on semois? Or 6 man def stance LMG rifles on crossing? it's already bad enough as is.
USF leading the win rates? Where did you get that info from? It's inevitable that defensive stance will get nerfed either way. Flamethrowers on riflemen are very map dependent and seimos is only one of the few maps that consists of wooden buildings. Most people usually equip two bars, but if a map has a lot of buildings then people prefer the flamethrower. The Flamethower is balanced.
All of you guys have good ideas, but relic basically copied the COH1's Panzer Elite design and replaced it with US skins. Just think about it real quick with their core unit being versatile and the teching.
What they need to implement is a veterancy system that the Panzer Elite had. They need to give each unit a choice of an offensive boost or defensive boost whenever they earn vet. But judging Relic's past, this will seem like too much effort so they would probably rely on future commanders....
By the way nice Georgia BullDogs avatar, they're my favorite SEC team. Anyways, Relic are "attempting" to encourage light vehicle combat. When in reality they probably implemented these recent changes to all the factions to accommodate the Brit's design. That being said, I really dislike the linear teching that they implemented, but I do enjoy the t34/su76 switch and requiring the t34-85s to be build-able.
Yeah, obviously soviets aren't the best designed faction, but they aren't the worst. I rather see them fixing other factions first since Soviets at this point are fine, except the few vehicles in t3.
Coh1 by far had superior mines both balance and that all factions has access to it. In coh1 a mine would prevent flanks by damaging the engine or pins enemy squads to prevent flanks. In coh2, mines can wipe squads and devastate vehicles. The consistency of the mines in coh1 is by far better than mines that are rng dependent in this game.