I agree artillery should fuck up whatever it hits. If you have a full health squad and it gets directly hit by a shell the squad should probably have 3 or 5 deaths respectively with the remaining guy very low health. Splash damage from additional shells should be able to kill the remainder. However insta-gibbing shouldn't be a factor in the CoH series in my opinion. There should always be a chance to retreat and heal - regardless of how small that time window is.
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I haven't played for a patch or two now but it seems like much hasn't changed. RNG makes the game really fun when implemented correctly. However there are too many scenarios in this game where it is not. For RNG to work it should be able to balance itself out within the time frame of each game - the statistical distribution of values should conform by the game's end. Infantry rifle shots are an example of RNG done right. Sure one player might land a few lucky shots early on but by the end of the game so many shots have been fired the statistical distributions should be fairly good. Currently there are too many RNG elements paired with big events that will not be able to balance out by the game's end.
Personally I don't think there should be anything in this game that should insta-gib a full health unit - not even artillery or special abilities. It goes against the nature of the game (unit preservation). If you aren't given a chance to retreat it doesn't make sense |
The timing needed a change. The problem with FHT was that it used to have a period of free reign. I personally think they could use a damage (or critical) and cost nerf but that's just me - not 100% positive if that would be a good change or not.
My problem with it was during that free reign period it used to have it could get squad wipes too easily by chasing down retreating units. It's one thing to have a unit positioned well to cut off a retreating unit but entirely another to chase it across the map picking off troops. I think guards coming out earlier at least allows soviets to threaten a chasing FHT.
Note: I'm talking from the soviet T1 point of view |
I'm fine with grens getting molotovs as long as Soviet Industry gets a much needed buff. Is it possible to knock that Tiger Ace up to 4-Star too? It just doesn't have enough oomph for the price. |
There just isn't enough incentive to build them, otherwise people would. Why would soviets build an unnecessary 2nd engineer when they can get a real fighting unit for the same price?
Even if the structures they build become more effective they still wouldn't get built. Early game is about sprinting across the map and capping as many points as possible. If they stop to build structures or wire locations they aren't capping and you are at a disadvantage. There are only a couple maps where wiring might be somewhat effective but the wired location can usually just be run around - and will get ripped down 5 minutes into the game anyways.
CE's and pios are pretty much just a liability. They are good for mine laying, occasional flamethrowers and repairing vehicles. If Relic really wants to see more pio and CE play they will start us with two squads of them or give them both a price decrease from where they currently stand (with the current meta, not including suggested changes).
At least some pio strats exist in the form of fast T2 for Ostheer. |
Currently yes. But if modifiers are changed there is no reason why a squad shouldn't be almost dead by the time they are within range and try to wind up and throw/shoot a rifle nade. If you assault green cover head on you should be punished. Currently that isn't what happens but hopefully it is in the works. |
Edit: Misread the question. Deleted my post. |
Mostly agree with your ideas. Instead of just altering sandbag modifiers I think all green cover modifiers need to be upped. A gren/script in green cover should practically never lose to a gren/script in red cover. However either unit can just waltz up and drop a nade/molotov and still win. This shouldn't happen in my mind.
I think the ostheer bunker could use a slight decrease in health and a reduction to 100mp maybe. That is if soviet sandbag build time is decreased like it should be. |
Extremely biased post with little justification given for changes. I don't really like any of the presented changes.
I think most builds unless they are high risk should start with around 4 scripts or greens. They should be the core of your army and support weapons are meant to support them.
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I'm still not able to use these things for the life of me. I would love to know how I am using them so terribly but I can rarely get kills with them and they die so easily.
Anybody have any decent advice on how to actually get kills with these? Most I can do is wound tanks that just retreat and get repaired. If I can't get kills then I am eventually steamrolled by a mass of tanks.
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