all problem units/abilities are actually just 1 problem ... german infantry unit pathing.
Squad members are too close too often, which randomly (but quite often) causes instant squad wipes by t34s, 30muni mines, 120mm mortars, strafes, etc...none of which should be instantly wiping whole squads as often as they all do.
addressing this issue should really be a priority, because balancing around it seems inevitably problematic.
(quoted from another thread) |
all problem units/abilities are actually just 1 problem ... german infantry unit pathing.
Squad members are too close too often, which randomly (but quite often) causes instant squad wipes by t34s, 30muni mines, 120mm mortars, strafes, etc...none of which should be instantly wiping whole squads as often as the all do.
addressing this issue should really be a priority, because balancing around it seems inevitably problematic. |
maybe following a cast of a game between volunteers w/ follow-up analysis of the game. Like a post-game show. The ‘analysis’ part would be during the cast and/or a discussion following the game, and also a forum post summarizing the discussion, with screen shots or video clips of key engagements. Obvious topics to explore would be how the players used map features, how they held particular sections of the map, how they set up flanks, how they scout and push, which strats/unit combinations were particularly effective on what map types, how to micro to counter particular unit combinations, etc etc. just a thought... |
so here is what i used...
#IfWinActive, Company Of Heroes 2
l::Numpad0
~Enter:: Suspend
+~Enter:: Suspend
Return
made 'L' the hotkey for tacmap, and then mapped L to one of the thumb buttons on my mouse. works. thanks all!
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i think the real problem is def that guards are available too soon, making a supported m3/sniper tough to crack.
an more acute problem is that there is no trade-off for the benefit of putting a squad in there. You get the benefits of mobility and hp/armor and immunity from suppression, with the only tradeoff being risk of death if fail to get out. Since that risk is only a real risk when the car can be 1-shotted without warning, its not a risk until a bit later in the game when there is a pak or tellers or armor out.
i think a moderate accuracy or rate of fire penalty to units in m3 would pull the unit into a strategically deeper support role, namely getting units past MGs, rapid transport, and scouting. Maybe with vet, the m3 could negate penalty to garrisoned units... |
So i'd like to have quick access to the tac-map, but my keyboard doesnt have a num pad...so no num pad 0. The regular '0' key, the one with '0' and ')' on it, doesnt activate the tac map. I see no way to re-assign it in-game.
I have a logitech g700 with buttons to which i can assign any keyboard stroke, but i cannot map a key that the keyboard doesnt have. I understand I can address this issue w/ autohotkey, but i'm wondering if there is a less cumbersome solution.
Suggestions? |
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It will no longer be the only [EDIT: INFANTRY] unit in the game that has 100% combat power at 50% strength instead it will have 50% combat power.
my suggestion of cutting the sight radius to that of a normal unit when 1 model gets killed addresses this exact issue. |
its already been nerfed several times. the unit is fine, needs no changes. the flame upgrade is a huge investment, and its quite squishy.
This unit is totally not what balance concerns should be focused on.
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would love to see a breakdown of costs for each to compare. cant seem to find all the relevant stats for cost of teching to phase 3, the t4 buildings, and then the panther itself. |
i think when 1 man on soviet sniper team gets killed, it should reduce the unit's sight radius to that of normal infantry squad. that change isnt too extreme, and adds some depth to sniper use. would make sniper vs sniper engagements still a bit more soviet favored (because requires t1 after all) but way more interesting... |