With regards to balance, I know a number of you want instant fixes to elements within the game which are clearly ruining your experience, such as the strafing run, but there are pipeline limitations that prevent that.
I can confirm there are fixes in the pipeline but they take time to go through all the stages and deploy.
Hi PQ, good post.
But us wanting 'instant fixes' to strafe isn't quite accurate. It was broken back in closed beta and then the commander was removed for a bit. When he was re-introduced strafe was still broke. So while we're not demanding instant fixes or anything but game breaking balance issues should probably be fixed faster than two months. IMO.
It's not that I'm entitled or anything, but it is legitimately hurting the auto-match experience for thousands of people, especially in team games. I have dozens of friends that outright stopped playing or refused to buy the game until strafe is fixed. |
Personally I wouldn't get the g43 and LMG on one squad as they can shoot on the move with the 43s.
I'd rather get a LMG/Camo or Shrek/Camo and just keep the 43s constantly on the move. |
raginghans had more viewers so it was a pyrrhic victory |
Friendly units are never affected by strafe, even in COH1. I think, in both games, bullets never FF, only shells do.
Considering the radius and amount of damage, it would be like the Soviets being immune to incendiary barrage.
This isn't coh 1 though, but strafe was broken around when it was first released back then as well. The cycle continues I guess. |
Yeah, there are so many ways it is broken it is not funny.
Two of the three need to be fixed atm
Range and duration for sure, but it is more broken than that. For a 3cp call-in, the cost is about right. It's just too good.
Currently it pins retreating units, does very good infantry damage as I've seen it decrew entire Zis squads. Also, friendly units don't seem to affected by the strafe which is absolutely ridiculous. Blob some Pgrens in there while the entire screen is pinned and they murder everything.
I don't see whats so hard about hot fixing this? It's been broke for a very long time and do we really have to wait for a huge patch that includes loads of AI changes? Relic's method of balance patching leaves much to be desired. |
it will force the mg to pack up, insta-kill one squad member. giving time to keep damaging it and or to get behind it. If the player re-positions before the molotov hits, yes he is very good and deserves to win the engagement because he must have started moving it even before the flank began in anticipation.
You can dodge molotovs 100% of the time with a MG42 with good micro; they are completely obvious. Also that's assuming the scripts even get in range to throw them. |
2 MG42 is almost unflankable without clown cars, even you success to reach it, throwing one molotov, he pack up and let his sec shoot, only killing one MG42 crew member
and MG42 godmode in buldings making snipers cry lol
Not to mention, incendiary round utterly demolishes clowncars. And vet on the HMG is extremely easy to attain if you spam them early combined with all the buffs. |
Ram can easily be shut down by one faust. A t34 with engine dmg is basically worthless. Popping smoke also shot blocks a ram.
Soviet T3 has no viable anti-armor to finish off anything they ram. Not to mention, a P4 can reverse out of danger and/or pop smoke most of the time after being rammed, while the T34 uselessly sits there with its paper thin armor waiting to die.
Ram is free? Haha, no. 95 fuel aint free for a one-trick pony brah. |
If you increase its cost to be between a Panzer IV and a Panther, then the Soviet army will actually hurt, if it loses an SU-85.
P4s are already spammable and actually work consistently against infantry. That's a terrible idea.
The ZiS barrage ability is not OP, itself. The problem is also resource-centric. Since the Soviet army doesn't need to spend than many munitions to be effective, the ZiS barrage ability costing 45 munitions is not really a restriction to their gameplay. If oorah and other abilities were a little more expensive or less effective, then the Soviet army would be starved a little closer to the German army, and they wouldn't be able to use some abilities as liberally as they do now.
Barrage is 60 munitions, which alot early game and quite expensive for something that is easy enough to dodge. There are much better arty options that don't cost nearly as much.
A Soviet player can literally neglect munitions points in the early game, and they will not suffer much of a setback compared to what the Germans will suffer if scout flamers arrive, and there are little munitions for fausts.
Oh ok, I missed the part where flamers, DPs, at nades, mollys and mines are free. Faust cost is fine for what it brings. The Soviets would happily spend munitions on things like shreks/flamesniperHT/bunkers if they had the equivalent -- which they don't. |
I'm not sure if you guys are playing a different game to me, but how the hell do you flank a SU-85 without the enemy noticing on the huge maps we have. Does your PIV have a cloaking shield or something? Does the enemy forget to use their conscripts, maybe forgetting their mines too? Remembering the enemy can have 1 : 1 Ratio of SU-85 : PIV even if you flank one with 2 PIV's the OTHER SU-85 will kill both your PIV's. You cannot effectively beat SU-85s with PIV's.
It's called true sight and attacking from different angles. P4s can effectively kill Su-85s with the right micro. Charging head-on and engaging in a slugfest with 85 is just poor lazy tactics that deserve to lose.
P4s also have anti-infantry utility, superior mobility and more efficient killing power while moving. It's already the most cost effective tank in the game.
Also, smoke. |