0.5 CP Same as AGrens
That new CP system they had testing needs to come out. MGs need to come out as early as balance allows, due to weapon teams overall becoming much less valuable as the game goes on longer.
And the gun can be countered the same way German players told Soviets to counter the MG42 a few patches ago.
Seriously though, its range and damage should remain the same, but if anything changes, then its suppression should not be better than the Maxim's if it is actually better. Maybe tweak the arc as well. The DSHKs a weapon that fires bullets longer and of the same caliber as the .50 cal. It should have the range and damage. Not just for the sake of history, but the sake of placement in build scheme.
I keep saying this as well, but Merge isn't an all powerful ability. You have to use up a squad to merge and you often end up with a unit that's not worth keeping on the field. So if someone uses Merge to refill crew, that's one less unit capping or attacking. Merge is useful, but only situationally.
I wouldn't mind seeing a change to suppression lowered to that of the normal mgs, but make it do a ton of damage. |
japs vs aus MVGame
relic! you would be the first company to ever make a game with an Australian faction!
i think the new wargame is getting ANZAC's in the next game
I was really hoping to get an actually conversation about the implementation of certain factions rather then another wishlist thread with everyone shouting out what they think would be cool. Let's be honest, australia isn't really going to show up anytime soon. |
easier was a typo oops. I think it would be a better idea to add two new factions who couldn't fight with/against the current two, would make balance much easier but then i suppose one mini game might be too popular compared to the other mini game. i dunno probably talking out of my proverbial
It would be cool if they would open up the TOW ai battles so we could get multiplayer vs matches that are confined to a certain timeline. That could give the same sort of Africa early tank sort of feel without spliting up the automatch games.
But no one is really answering my question. What do you feel about factions using equipment that didn't really see any combat to balance them like in Ruse and MoW? I mean we already have units like the ostawind which were barely used aready? |
Surley it would be easier to convert cold tech and blizzards into hot tech and sandstorms. Desert warfare is something id really like to see, rommels panzers vs the desert rats!
I'm not saying the african campaign wouldn't happen. All you need is the americans or british added and there would be TOW and multiplayer maps added at some point. It's just that you can't center the new factions around that idea without completely seperating them from the current factions. At which point are you even making an expansion or a new game entirely. It's not as if COH2 is confined by a certain time or battle like COH1 was. |
I know it's probably a bit early to be talking about new factions but I have a bit of a question for you guys. Whenever a thread pops up there are several ideas that tend to get repeated.
1. Two new eastern front factions- The thing with this is that most of the soviets equipment is already represented in game although the Germans probably have enough for another faction.
2. Two new smaller nations - The problem I seem to find with this is that smaller nations like Finland and Poland tend to use a lot of equipment from their larger allies and don't have enough to fully flesh out the kind of content we have seen in the current factions.
3. African Campaign - While I agree it could be interesting, these factions would have too early of an army to compete with the current ones. If that was the case why even make it an expansion to this game instead of a new one. Couldn't it just be represented by TOW if the Americans or British were added at any point?
4. Battle of the Bulge - This would make a great expansion, especially since they could still make use of the Cold Tech, but this would also mean that would get second german faction.
5. Pacific Campaign- This is my personal favorite since it adds two completely new factions, but obviously Japan didn't use the types of heavy tanks you would see in the eastern front, even though japan did fight the Soviets late in the war.
So my question is two years down the line, do you really want to just see something like Soviets, USA, and the British vs Germany, Germany, and more Germany, because that seems kind of boring to me. I much rather see nations like Japan and Italy get historically unused units like the Carro P26/40 or the Chi-nu and Chi-to to fully flesh out newer more unique factions rather then have three different flavors of Germany. How do you feel about this?
Edit: Note that this is the same method used by both RUSE and Men of War to build their Japanese and Italian faction. |
Before Soviet Industry, going T70 was a risky strategy because you won't have SU85 then, and probably only a T34 (at best) when your enemy first PzIV appears.
So T70 was an option only viable when you had the fuel advantage and tried to win the match taking advantage from the small gap of time between the aparition of your T70 and the apparition of your enemy first T3 tank.
If you couldn't win in that interval, then you were fucked. For doing that, T70 should be very effective against infantry. Even so, you needed very good micro to achieve that, because T70 could still get destroyed very easily.
Now, with Soviet Industry all of that is rubbish, because you can spam T34s right after your T70 and doesn't matter if one of them is destroyed. But when the situation reverts we will be back to the previous stage.
So, if you nerf T70 now and you are unable to kill enemy infantry in the few minutes T70 has unmatched, then I don't see any reason to make one instead T34, which as good IA capabilities too and can face enemy armor for only 30 fuel more.
And remember the list of nerfs that unit has had:
- Now it can run over infantry.
- Unit size changed.
- Soon: Scatter increased.
- Repair ability useless since faust's buff.
I don't think such unit can withstand more nerfs.
This is very well written. If the T70 is nerfed too much, people will just stop building them. Especially when the T34 does a lot of what it does only better. With a lot of these proposed nerfs, I can see the T70 going unused. The T70 needs to have some advantage over the T34 if it to remain a viable choice.
Personally, never use the damn things anyway. They delay the T34s too much and are easily destroyed by anything with a cannon. |
Lowering its range to nade range has to be the worst Idea I have heard yet. That's like asking to lower the ostawinds range to that of at nades. Actually that wouldn't be as drastic since the ostawind would sometimes be completely wiped. It would destroy the entire purpose of the unit.
If they just pushed it back a single vp this unit would be fine. It's just too strong of a unit for the beginning of the game. |
While we are talking about patches I'd like to add the problems with entering/exiting building and mg setup after exiting a building. With the new mp boost and more sov options available I have see a few penals. Problem is though the input lag really hurts gameplay vs the satchel because of the response time. Even more notable is exiting buildings. When you exit a building it takes a good few seconds to actually select the unit and when that satchel is counting down those seconds are precious. I also noticed the game will miss the retreat button shortly after exiting houses but that could be me.
When an mg exits a house it immediately starts setting up right outside the door. This could be catastrophic for players losing an mg to start the game. Can this be fixed also?
This is because you didn't give it an actual command other then to get out of the building. Since the only order it has is to get out, when it exits it immedietly tries to set up and fire at squads. You can avoid this by clicking on the building, selecting the squad, and then clicking where you want it to go. It will then get out and run to the area you selected rather then just clicking the evacuate button.
But this isn't really the place for this. |
I recommend a dramatic reduction in duschegun max range, to the same as Gren/Con range. To limit its area control asymmetrically.
AI Mines to 10Munis to prevent spam.
What's with all these rediculus nerfs. It's a heavy mg of course it should be better then a regular mg just like the heavy mortar. The real problem is just like most the problems in new commanders, it's should not be a 0cp unit. It should be 1cp just like the mortar and the at gun. |
If you look there are lots of threads about it and it's one of the top problems at the moment.
In case you are wondering, it is the female commander. If you see this commander in your opponents list. You are defenetly going to want to get some early at. |