Its a patch by relic and their lead balanced lead left, don't expect much. Only disappointment will brew
Not like he did miracles for the game thus far. Then again the perspective of possibly having bC do the patches now is not too promising either. |
Let's not forget that in COh1 a deployed Mg could not capture teritorry. How would this go along with Maxim? Virtualy maxims have no "undeployed" stance. You can't have both capture teritory ability while being deployed and the power from COH1. I guess it wouldn't be right.
Just remove capturing then from support weapons. |
Me and all my mates have frequently bugsplats since a while, it can happen at any point, mostly during the loading screen, rarely in the middle of a game, sometimes at the end of a game (when warspoils drop).
I think Relic just fucked something up, maybe with the last "bugfix" patch. |
so in your DOW II scenario you bring an extra unit into the equation but fail to do so with the COH 2 Scenario? How is that fair? if if your adding banshees to the mix then you have to add a gren squad or perhaps pioneers upgraded to the mix....
The problem is Assault Marines cost like twice as much as the Shuriken. Even with the Banshees added on top it is like 640 requisition (Manpower) and 30 power (fuel/munition) vs 500 requisition and 50 power. So not that uneven.
The MG42 however costs as much as a Conscript squad already. Add a Grenadier and you have double the amount of ressources invested. Also, what would a Grenadier squad change in that situation? They don't do much damage quickly in the first place and won't be able to prevent any action from the attacking squad, nevermind with the defensive bonus on supressed units, unless you spend another 30 munition to throw a grenade. In that case the question is if the Machine Gun is adding much to this situation in the first place or could be replaced by anything else. |
Guys I think as a community we really need to come together and show Relic what needs to be done. How can we expect relic to do anything when we as a community can't even agree on a single thing in terms of balance? You don't think they are having these exact same arguments? We need to have a united front so that they understand the game is in serious need of alterations.
To answer you Alex, can you imagine if you had a sniper who killed 1 entity per shot but had an accuracy of only 50%? Imagine how frustrating it would be to watch him miss over and over (RNG), that's what it's like using the Jackson on panthers etc. It's not fun for anyone, the usf player is thinking ''great I can do some real damage with this'' and then proceeds to bounce 3 times in a row while the axis player is thinking ''my armour will protect me'' and proceeds to get penned 3 times in a row. Roll on the subsequent rage.
What do people think should be done? I believe increasing it's penetration values and decreasing it's damage per shot from 240 to 160 is the solution. That way t3 OST units don't get vaporised in 3 shots and heavier units can't lean on their armour as a crutch to everything.
That seems fine to me, but how high should the penetration value be that USF players will be happy? Put it too high and it is too powerful in comparison to other tank destroyers. Put it too low and people will feel the Jackson got nerfed hard because they lost their damage and still won't penetrate every time. |
@Sherlock: I am pretty sure Vet 4 doesn't give the LeIG double shots per autofire salvo, it just doubles the total amount of shots fired during the barrage ability. At least that is my experience from the few times I got it to Vet4. The veterancy description is written in a rather unclear way and I believe that it used to actually give you double shots on autofire, but it must have been ninja changed at some point or something.
The only veterancy bonus the leIG gets for autofire is at veterancy 5, that means basically never in a normal game. Veterancy 1 is pretty much useless unless your enemy somehow forgets about a light vehicle somewhere on the map for a significant time period, and even then you need luck to hit. Veterancy 2 gives you survivability, a bonus that would make more sense as Vet 4 or 5 when you already have some useful veterancy bonus worth protecting. Vet 3+4 are ok, but only help you on barrage ability; just have to remember to use it frequently against static targets. Veterancy 5 is good, but out of reach. |
There is nothing in there that's unreasonable and plenty of stuff there that is needed and necessary.
If some douche want's to make a mod with swastikas Relic get to take it down because otherwise they are the ones getting trouble
And, that they have asked not to have mods that only provide DLC for free is hardly unexpected.
I would say the "bug-free" thing is pretty unreasonable (it would not be unreasonable to say that you should TRY to make it as bug-free as possible), especially since the base game is such a bugged mess already. |
i dont get why some people just cant get over the fact that you have to get close. especially seeing how most maps have clusters of shot blockers that allow you to do that freely as long as you are aware of one or two flanks.
once ostheer t4 becomes more viable, i really think 10 sec reduce in barrage rate would be enough.
That would be a valid, even if questionable point (it is fucking artillery, not a melee weapon), IF the Panzerwerfer would in return wreak noticeably more havoc than a Katyusha as a reward. But it doesn't and so it is simply inferior. |
I can't even imagine the fanboy tears if the CAS AT strafe was in an allied doctrine.
"My tank was instakilled by a strafe because I sat next to the edge of the map NERF NERF NERF"
We had that with that Soviet bomb throw in the past already. Would even destroy Elefants.
Now we "just" have to deal with rocket planes chasing you over the whole map. |
If we are comparing with 240 to 160 it's 66%, but 160 to 240 it's 50%
Yeah 160 is 66% of 240, but since you were saying the Jackson does 66% more damage it doesn't really fit, but whatever, we know now what is meant. |