ehhh... Decent is the word ill accept.. Nothing more. lol. Well they are certainly better then the P4 at it. I would say that they are good vs infantry and great vs tanks, while the IS2 is great vs infantry and good vs tanks. |
It's firepower is fine. It should be devestating to infantry considering it's a late game, high-cost tank dedicated to AI.
It's staying power on the other hand could be nerfed a bit. Players are allowed to be far more aggressive with them then they should be allowed when a tank is near. I see way too many people charge towards a tank, kill it's supporting infantry, and escape before being destroyed. It could definetly use a health nerf along with a lot of other tanks in this game(panther and elephant). |
Thread: Snipers17 Mar 2014, 18:06 PM
At guns and cannons miss armor around 30% of the time, infantry miss all the time. In fact snipers are the ONLY unit who can hit 100% of the time. In fact snipers in vCOH had to chance to miss as well. If the solution to the problem is to add a bit of RNG to the only unit that doesn't have any, over losing everything that makes the unit unique. Ill take a bit of RNG. If you really wanted a game where every single outcome is determined by player control there are plenty of games out there, but this isn't it.
Sorry if I was a bit abrasive in my last post, but my point remians the same. A 66% hit chance isn't all that different then lots of other units and is no way different. Also having a measly 45% chance in the scout car would really incurage people not to use it as much.
I'm all against game deciding RNG like ram as well, but if there is a perfectly good solution that adds just a little bit it, I think it's better then copy-pasting units which in my opinion dumbs down the game. Not all cases of RNG are bad. |
In other news I played a fantastic game yesterday and utilized Penal squads successfully to counter Pgrens. Sadly, conscripts had to act as the tacklers with the Penal's sitting back and taking pot shots. 3 conscripts and 2 penal's seem to be the sweet spot. I doubt this tactic would scale well to other team games. Penals are actually quite good at taking out Pgrens when they have their flamethrower. That little dive they cause them to do when the fire hits can really help you take the advantage and overcome them.
Still a unit shouldn't take a 60 muni upgrade to have a chance to beat an equal cost unit specialized in the same area as it. |
Thread: Snipers17 Mar 2014, 17:36 PM
As you already said, it would create more RNG.
And i really wouldnt like to pay 360mp for a unit that doesnt even hit reliably, especially a sniper.
I think that something like this would further dumb down the game and increase the impact of RNG in match, instead of actual skill.
You shouldnt be punished for microing a sniper well.
I still think that a reduction of the squad size would solve the problem.
Assymmetrical balance really isnt appopriate here, snipers always have been high impact units bleeding your mp, and each faction should be able to countersnipe the other sniper with one shot. Snipers would then be balanced by their stats.
Adding a early bike unit would also be good, but it wouldnt solve the problem in the late - early game or mid game as heatseeking AT nades and Guards would be there.
Reducing the squad size really seems like the best solution to me.
At guns and cannons miss armor around 30% of the time, infantry miss all the time. In fact snipers are the ONLY unit who can hit 100% of the time. In fact snipers in vCOH had to chance to miss as well. If the solution to the problem is to add a bit of RNG to the only unit that doesn't have any, over losing everything that makes the unit unique. Ill take a bit of RNG. If you really wanted a game where every single outcome is determined by player control there are plenty of games out there, but this isn't it. |
Thread: Snipers17 Mar 2014, 17:04 PM
The problem as I see it is that even though both snipers can kill squads at the same rate, the soviet sniper when paired in two can force a retreat on squads after only one shot, while the german must take two. The russians can give chase forcing the sniper to begin running and stop firing, but the germans can't take that risk as one more shot will end in squad wipe.
Ideally the solution would be for german squads to have 5 men, but this late into balancing I think that would throw a huge wrench into all the balancing done until now.
But what we can do is simulate it. They should increased the soviets sniper's rof 33%(same as the german), but give them a 33% chance to miss their target.
What this would do is create chances for the german squads to give chase after missed shots. Two sniper squads won't reliably wipe units in only two shot and you can no longer rely on that fact if they give chase with only two men. It would also help sniper battles a bit as the scout sniper might miss the enemy sniper completely and give up their position, and while in the M3 the miss chance would stack to a measly 47% chance to hit. All while the soviet squad doesn't actually lose any dps in the long run if allowed to fire uninterupted.
This would also better represent the dynamic of germans being better trained as the german snipers would never miss as compared to te soviets who miss sometimes.
I know how that would add RNG which everyone on here seems to hate with a passion, but I think that's a better alternative to any of the other solutions I've seen. |
move the 222 to t1 and give them a little price increase. Problem solved
That fixes the sniper problem, but adds a 221 problem. Soviets don't have the tools to fight vehicles that early on. Any vehicle that resistant to small arms can't come out in the first minutes of the game.
You would need to lower it to the level of the m3 and give soviets access to free AT nades like the germans. |
can relic remove the damage that airplanes do when they crash into the ground? it's the most ridiculous rng in the game in my opinion. What are you talking about? That' the best RNG! |
Dude, we have to back up our tanks a lot, isn't that enough?
But seriously yeah, I think some of us would like to play Ostheer like Soviets, and you can't do that. But how many rifle nades do you have to dodge a match vs Molotovs? I don't think it's that OP, it's just annoying, like a fly you can't quite swat, over and over.
That's because there are a lot upgrades that the german players want to go for. If they want to span vanilla grens and rnades all day that's definetely an option, but I hardly ever see that option taken. |
maybe if youre talking about hp, since they only have 48 hp compared to most infantry which have 80. thats another reason why cover is so important for them.
in terms of dps, a single osttruppen squad in cover is practically as strong as a con squad.
I just meant in overall worth. I usually go in with the assumption that I can take on one con for every two osttrupen I have. |