Last patch you added more RNG to the game. Why?
Why would you make the primary vehicle snare in the game a random factor? Nobody was complaining about AT Nades and Panzerfausts. And if they did the primary solution was not to make them totally useless against larger tanks.
Why can't you just copy CoH1 for once? Why couldn't you just copy Sticky Grenades? That worked every time but had shitty range? Why did you have to introduce a random factor to an extremely crucial part of the game?
The MG42 is also overpowered. As a primarily German player this is glaringly obvious. You have a, what is it, ~165° arc? With instant suppression? How was this ever a good idea? And why didn't you test the Suppression Bulletin? It's a 10% buff, no other bulletins compete with that to a reasonable degree, so that's hardly an excuse for having a gigantically overpowered bulletin in the game. This problem hasn't went away from when attention was brought to it weeks ago yet nothing has been done about it. It's a bulletin, if you can't fix it just remove it at the game and re-release it at an appropriate time for crying out loud.
The MG42 has no reasonable counter. Huge arc, ridiculously high courage damage(Not even counting bulletin), and a lot of DPS to boot. It totally overshadows other German infantry.
And on that note, the Maxim's a piece of crap. Its DPS does not even begin to make up for its shitty suppression and, what is it, 70-80° arc? The tech building its a part of costs more than T1, and why would anybody every build it when what you get from it is a Mortar Squad, AT Gun and a Maxim? Three support units from a building that costs that much, when there are doctrines that have a superior Mortar team with no tech cost?
Let's forget that AT Guns in this game are trash anyways, doubly so with the snare nerf.
Ram is bad. First of all, it shouldn't "maybe" work against a heavy tank, it should work or it should not. I shouldn't commit my tank to something when it working is entirely up to fate. That removes any element of skill from the outcome of the game. It should not work against heavy tanks, or it should work. This game does not need more RNG.
I feel like a game of dice involves more skill than using half the shit in this game. Like I understand the idea behind adding random elements, but I don't think you seem to understand that the more you add the less my skill matters. Every single time a random element occurs, you shit all over the skill cap of the game, and yet here you are adding more of them.
Panzerwerfers are just terrible. There is no point in ever building them. Their range is abysmal, they don't have the durability to make up for how close they have to go, the amount of rockets they fire is too few for the AOE the ability works in, and at the end of it all it's in Tier 4 where it gets triple shit on by a Katushya.
And the pathing is terrible. There's always the pathing I can fall back on when I complain. I've been playing RTS games for nearly two decades and I have never seen pathing this bad. Literally, never.
Actually, no, that's not strictly true. Commander & Conquer 3 had pathing that shit itself when you got past a certain number of units.
But hey, if you wanna value your development by comparing yourself to EA, good for you.
Now, for the good things;
You implemented a map filter.
Like, Relic, I don't know what your lead designer is truly thinking, but every time you get a problem, just go and boot up Company of Heroes and Dawn of War II. Learn from your past games. I don't know what it is with development teams why they always fail to do that.
I can't play this game as long as I'm not rewarded for skillful moves and well timed abilities and flanks. As long as you're destroying the skill cap of the game by adding random factors you will never realistically compete with other major competitors.
Balance can be a colossal piece of shit. Your overall polish can be terrible. People will play through that if they think they can overcome those imbalances by being better players. Your balance can be perfect but nobody will play if somebody who's played for a week has as much skill as somebody who's played for a year. This is what random factors do. Waste my time.
|
Anybody else think the range on this thing is ridiculous?
Let's break it down here;
It's in T4(So in almost every game Soviets have a chance to build at least 1)
Its range allows you to hit the enemy HQ from literally just outside your base on some maps.
It's untouchable if you have an SU-85 on the field
PzWerfers get absolutely shit on by it and are not a usable counter due to having no range whatsoever
It throws tonnes of high damage rockets which due huge damage in a large AOE to both infantry and vehicles
What do people think of the unit as a whole? Other than the range being too high I think it's fine. Being able to hit an enemy base is fine, but there should be an element of risk involved. It's not like an off-map ability where you need LoS, you can fire blind and if you time against a retreat effectively you're almost sure to get a squad, not to mention you can just whittle away at the base in general. |