Yeah, sure.
I wasn't talking about that, just the default shots. I thought you were talking about that too.
misunderstood. |
soviet mortars seem to be incredibly powerful as they consistently one shot units which isn't even funny.
You can say exactly the same for german mortars.
They rape everything in this patch too. |
Abstained.
I like the fact that cover is now really important.
But soviets are too much on the backfoot while german are easy mode.
And I have lost games as soviets where even my opponents agreed I should have won because I played better, so it's not only a bad micro problem.
So I can't vote Yes, nor My micro is bad. |
The only thing the new m3 is dangerous to is the soviet player's economy.
He has a point.
I don't mind M3 being in the spot it is, armor and damage wise.
But its cost is way too high for what it does. |
I played only 2 games with germans since patch, both easy win, no fun.
So I played soviets, like 30+ games now, all 1v1. Went from rank ~30 to 100 in a hopeless losing streak, winning only when I met really different skill players.
But I'm finally slowly understanding how soviets have to be played now, and am climbing the ladder again.
Use cover, don't charge, etc etc, this has been said again again.
But I'll give you other things I noticed.
1. You will need ammo, way more than before. Plant mines and demos as soon as you can. Use oorah to charge or escape an engagement.
Do not hesitate to build an ammo cache if you can afford it.
2. Flamers are your friends. They will stop pio/pgren charge and make them crawl instead of charging you, and they also deal more damage vs units in cover (if I'm not mistaking).
3. Pio are overestimated. Sure, they will win 1v1 vs cons if they are close, but if they have to close in while cons focus them, they will lose. So, stay calm, do not charge them, and you should be fine.
4. Counter to german scout car => mines. Plant mines. I know, I said it yet, but I'll say it again, plant fucking mines everywhere.
5. You'll have to lose to learn new soviets, deal with it. Forget your so beautiful winning streak and stats, play, lose, and learn from it. Then you'll start to win. |
Full stats reset plox
wow no.
why would you want that ? to disgust noob/newbies even more ? |
Well, Relic doesn't seem to want to change it anyway...
But cataclaw has a point, if ATnades and faust are changed to be like in COH1, FlameHT and flamer in scout car need to be nerfed in some way.
Personally, I'd like to keep ATnades and faust homing missiles the way they are. But I'd add a system where tanks receive an engine damage only if they are hited on their back.
But scout cars and HTs still receive an engine damage no matter where they are hited.
And remove the stupid RNG with critical engine damage, and not penetrating AT nades.
You hit a tank on the front, it receives X damage, you hit a tank on the back, it receives X damages + damaged engine.
It adds skill to the game, and doesn't remove homing missiles, wich Relic seems to want to keep.
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Frankly, I am afraid to think what it would happen if they would have a fair chance to miss.
People don't want AT nades or faust to miss.
People (maybe not all) want AT nades and faust to not be triggered if the vehicule move out of range before the throwing animation is over, like in COH1. |
Because it only shows top 200 players.
You're #3201
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S-mines are fine.
Time to remove S-mines with sweepers is not.
I don't know if sweeping soviet mines takes as much time as planting them, and same for ostheer anti tank mines. But I always have the feeling that sweeping time is close to planting time.
With S-mines, I have the feeling that the sweeping time is waaaay longer since Relic reduced the planting time.
So, maybe just reduce the time to sweep S-mine.
If sweeping S-mine time = planting S-mine time, forgot what I just wrote. |