Out of all the blizzard mechanics on the line this one is the worst and needs to go.
One a game built from the ground up on squad preservation where top players can have an hour long match without a squad wipe, the fact that the last member of a squad can freeze to death while retreat sprinting across the map is mind boggling asinine.
Plus, a lot of players seem interested in seeing blizzards tweaked to allow for aggressive, surprise attacking. Freezing, along with deep snow, contradicts the tactical opportunities of a blizzard and thus need to go.
Whatever Relic decides to do with blizzards, troop freezing has no place in it. |
Reading these comments it seems fairly easy to distill the prevailing sentiment.
It seems Relic created blizzards as a tech demo as a way to mix up stalemates and allow for surprise attacks with the reduced vision and reformed ice. However, the second part of blizzards, deep snow and freezing, directly contradicts the tactical implications of the first.
Keep it as a high risk scenario. Keep the reduced vision, keep the reforming ice, but remove the troop freezing and deep snow.
Lets see surprise flanks on static lines. Lets see counterattacks blundering into each other. Lets see some defensive forces crushed and lets see some flanking troops shredded by an anticipated ambush.
Also, what if there was a subtle, visible timer displayed from the start of the match? |
How about if pathing algorithms are changed to strongly disfavor deep snow. That way a player can make a conscious choice to take a shortcut through deep snow, but it will no longer be an issue for retreat pathing and just general fuckery? |
RIP B4, may you fly high again with your new role as the allied Pak43. I suppose we'll have plenty of munitions to spam FMR now.
The Volk/Shrek changes are missing one crucial thing. AT damage like shreks still grant obscene veterancy points per hit. This ignores the real problem which is Volks getting Vet 5 extremely quickly with a couple shrek shots. In fact, I think in some ways having the new 30% cooldown and 30% reload bonuses is more powerful. That significantly boosts their tank-raping power far beyond what it was before the patch.
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There are a lot of things that can be tweaked, but in the end the vast majority of USF vehicle micro is simply keeping them away from the ridiculous, ubiquitous shrek blob. Shreks automatically penetrate nearly all usf, and soviet for that matter, tanks. And since the shreks benefit from vet accuracy bonuses intended for small arms their long range accuracy goes from good at base to 100% at vet.
Playing with USF vehicles would be vastly more enjoyable if they could be skillfully used against OKW without the slightest pathing hiccup resulting in lost armor.
That aside...
Jackson would do well with reduced gun damage partially compensated by increased rof, along with a significant penetration buff. This would allow them to be more consistent against heavy armor without them shutting ostheer tier 3 play down.
Maybe the ambulance should packup/deploy (fairly quickly and automatically like the okw flaktrak) and provide permanent out of combat healing and reinforcement.
USF weapon teams are difficult to use effectively; I feel all weapon teams need to lose the -25% rec acc penalty. Pak howitzer could use a normal autofire range just like the ig18. |
Mods, correct me if I'm wrong but is cross posting duplicate reply/topics not against forum rules? I do not see why this should not remain in the OKW manpower thread. Please lock/delete this topic.
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Going F2P would be the best thing CoH2 could possibly do.
The sheer amount of population influx would greatly relieve much of the matchmaking woes. This is great for everyone. Even publicity would be fantastic. What was the user count for Ami's last tournament, almost 2k? That's very good, but with advertisement and F2P he'd have 5k+. That's leverage.
Most new players are buying CoH2 at a discount such as steam sale. Keep in mind that when not on sale a single commander is as high as $3.99, so why even bother selling the main game for $10 and WFA $5. Open the floodgates and DLC revenue would far, far surpass what they are making on copies.
I've spend a lot of money on CoH2, I even bought AA despite still not playing it. But I don't lose a thing if CoH2 goes F2P. I gain everything.
Plus maybe a influx of poor, drunk Russies would help allied matchmaking. |
Easy fix:
1. Properly scale vet gain with vehicle v infantry damage. Currently infantry with AT weapons get max vet instantly while anti-inf vehicles will never vet from inf kills.
2. Prevent or scale vet bonuses intended for small arms from being applied to AT weapons. Shreks never miss because they get the massive accuracy bonuses intended for small arms.
That right there would be largely fix the problem. Here's some additional stuff:
Buff puppchen by reducing it's oddly huge aim time compared to other AT weapons. Remove the received accuracy bonus from all weapon teams.
Rework weapon dropping to scale per model killed instead of percent chance when there are more weapon slots than models. This is why Guards drop so many weapons they are unusable while Volks have a tiny chance to drop a shrek.
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With DPS inflation following the release of WFA, it is time to remove the 25% received accuracy penalty from all weapon teams. |
Multiplayer cooperative zombie mode confirmed. Choose your vehicle, buy your DLC wargear, and see how many waves you last!
CoH2 breaking the news Feb. 6 2015. |