That's about how I feel, and I agree also with von Mecha, Voltardark and a few others. I had to sit though this litany of sly hits, with Hale dribbling into his mic. It's not good (IMO).
It is the easiest thing in the world, if you are challenged, to declare you are only joking. Some of us have to look beyond these disingenuous declarations.
The first question in my mind was why was this not hoisted into the Official Forums, where the Alpha Chimp Alpha Moderator (sic) resides? I am pretty certain I know the answer to that, but I have to review the vid again in peace. (Even if it disappears from here, you may be able to view it on YouTube, if that is your wont)
As other staff are involved here already, I will have to deliberate with them outside this thread, and then we can decide.
Or. Maybe it was actually a joke.
It's also the easiest thing in the world to look for trouble where there isn't any. |
If anything, it made for a good unintentional experiment at seeing how easily butthurt some people get at literally nothing.
I find it wierd that this James Hale guy who is a merciless moderator who locks every thread unless its a "praise relic" thread on the official forums now comes here and mock muslims. Also we dont need any jewish propaganda picures.
There is no correlation between fulfilling your moderator duty and posting a *legitimate* Muslim CoH2 cast. But hey, you tried. And no Jewish propaganda? Neo-Nazis aren't tolerated. I can tell you are one from your profile picture. |
Bad taste remove it plz.
Seriously? He has just as much right to cast as anybody else. Racism is not tolerated. |
Ah, been waiting for these guys to expand into CoH2. Better than Dane, that's for sure. That guy has no clue about balance. But what The Wargame Caster had to say in the video was enlightening and exposes the real issues of the game with no silly fanboyism.
Great intro too! Unseen footage of the Afrika Front. |
Thread: ISU-15221 Jun 2014, 14:32 PM
+1 to Kyle.
I guess I might as share my experiences.
I have used the ISU from the Soviet perspective. I have used the easy win strat. You can sit back and play casually with one hand while drinking a Coca-Cola in the other. It's asinine easy. For example. Just today me and a friend used the super lame sniper spam strategy. Since we were trolling, we ended up with only a 1/3 of the map by mid-game on Semoskiy. So what does my friend do? Gets an ISU-152. Starts instantly wiping squads from across the map. Vet 3 squads, MG crews, you name it.
Don't believe me? I can show you a replay of his ISU shooting through two fucking buildings like some bullshit you'd only see in Hollywood, like The Matrix or curving bullets in Wanted, and still one shot insta-killing a mortar team behind the buildings. At that point I realized how bad I felt for the Ostheer players. I felt like a cheat. Sure, at the time it was trollolol funny. "Hey, mortar behind the house. We need to take it-" *boom* "Out."
Shoots through two buildings. There's no safe place to hide from it as long as SOMETHING has sight for it. It's MG shoots down planes. The problem isn't that its range needs to be addressed or anything like that. Rather, the problem is that it is fundamentally flawed. It causes nearly every other game to be an Elefant vs. ISU fest. Boring. Vet 3 squads that the Ostheer player worked so hard for, and microed well for, and quite frankly deserves are just decimated in one shot, often the first shot, by a unit that takes literally no skill. |
Cannonade: I think that if you want to make the Panzerfaust more effective, make it do at least 3/4 of the health on the thing. As far as it stopping completely, I think that would look a bit silly if it didn't at least roll to a stop. If it would indeed 'roll to a stop' then I would support that idea as a possible critical chance the Panzerfaust has, which would be higher on light vehicles and smaller on medium tanks and up.
Austerlitz: The Panzerfaust killing members inside is also an option. After all, the armor is quite thin in consideration to tanks. I think this should be a crit that only applies to, again, light vehicles though. Wouldn't want to see "crew member killed" or whatever from a Panzerfaust used on a T-34. Or, as somebody else mentioned, a possible crew shock (to just light vehicles). I like these ideas to some extent, because then we're not changing costs which often might have unintended effects on the meta itself.
**Most, if not all of these changes should likewise apply to the AT Grenade in a similar fashion. Just like the Clowncar shouldn't survive two Panzerfausts, the 221/222 should not survive two AT Grenades.
---
Anyway, I agree more with sluzbenik. Instead of changing crits and abilities, I think simply making the Scout Car what it is supposed to be (a scouting unit) would be the perfect fix. Cost can still remain the same, but it actually fulfills its intended role, instead of as somebody mentioned, "conscripts scouting and clowncars killing".
Still I also must recommend a health and / or armor decrease. |
Mg 42 can suppress reliably when only when the cons is coming dead centre on his firing arc..everytime 2 cons squads and sometimes even one is coming from the sides of the firing arc,even if it is within the arc..usually i find conscripts oorah and close enough distance that it can crawl into a molotov before mg 42 actually turns gun and takes time to suppress with burst.
Now this added to its total lack of killing power(AP rounds have kill power but u need vet 1 which is difficult to get with mguns than infantry and also does the ammo change animation),its utter uselessness in buildings,huge pack up time and worst of all ability of maxims to walk up into its arc set up and win...makes this unit a so so with too many flaws which many ost players pass up.This used to be the trademark wehrmacht weapon and the best mg of all time..but its relative performance to the obsolete maxim is highly disappointing to say the least.
Maybe they should have kept it 260 mp with 3 members and retained its killing power.
Agreed, changes need to be made to it so that it is actually feared / respected on the battlefield. |
when a soviet player charges conscript into the arc of mg 42 to throw a molotov, he is risking/spending 240mp unit, time for the con to retreat and re-up, probably 60+ mp for reinforcement, and 15 mu. just for an obvious molotov that becomes evident even before the animation starts... which buys 4-5 sec of no mg42 while it repositions. i think it's ok to let the soviet player throw the molotov.
even if 3 squads of cons are charging mg42 with spotter, its more than possible to suppress all of them just before the molotov lands.
p.s. "bleed a lot of health and model" i said applies to when cons are in molotov range of mg42.
i think that's fine because you can just cap back right away. but obviously you are not and we have different idea of how fast mg42 should pin. we'll just have to agree to disagree here.... while i agree that vet2 buff that increases the ranges of molotov/rifle grenade is uncalled for.
the other only problem i have is that even after the 10% suppression buff to mg42 way back then, mg42 don't suppress consistently enough still. i think a unit should be suppressed at the end of a volley at the latest.
That is true, good micro should allow me to move my machine-gun out of the way in time and then reposition. Still, I think it is ridiculous I need to move it at all when they crawled the *entire* distance of the firing arc. Not to mention the squads that weren't pinned can simply rush my MG at that point.
Also a fair point that I can just cap it back right away. Assuming of course there was only one squad in question. As you see this discussion is a bit theoretical, as unfortunately I do not have replays specifically to show you this. If you want one I'll save one next time I see it.
I just don't think they should be able to do that regardless. When a unit tries to get up to throw a grenade, it should get some sort of accuracy decrease. Either that or a range decrease. Maybe both.
P.S. Oh, crap. Sorry for double-post. #noob
P.S.S. To add more on the first bit, the purpose doesn't seem to necessarily burn or kill the crew. You would have to be playing against somebody inept, new to the game, or an AI for an MG-42 to relax in the fiery hell of your molotov until all four of them died. Rather, it is to dislodge the crew so that your other forces can then move forward at ease. A bit less flanking required that way. At least, that's what I've noticed when the tactic is used against me, or when using it against / with others. |
Agreed, the number of times I've seen points decapped and even captured under MG 42 fire.. Pretty much every time I have an MG 42 watching a point, honestly. True, it doesn't happen if you have a scout. But if you do that, while it'll help, that's 480 MP standing around doing nothing when you could have 2 more Grenadier squads fighting.
Yep. I asked a friend when he was playing the Soviets, "Why do you just Oorah! into my machine-guns? It's kind of funny." Because, to me, I'm thinking you're supposed to use that ability to flank.
Well, low and behold his answer was (paraphrasing), "One of those squads is going to get close enough to your MG to throw a molotov, suppressed or not. Dislodge your MG, remaining squads flank and you lose hold." Sure enough, just about every time it happened.
He did show me that having a second MG covering the first one helps. When they have almost crawled close enough to the front MG, you pull it back while the one behind it still keeps firing. Still, MG-42's should be able to act alone. I don't mean unsupported, but needing support from another machine-gun is silly. |
don't know why that is a problem. conscript closing in within the cone of fire already bleed a lot of health and models. not to mention if mg42 would suppress more consistently, as long as mg 42 has a spotter, no conscripts will be able to crawl their way to throw a molotov.
I disagree.
Rarely see my MG-42s, or that of others, "shred" squads and "bleed a lot of models". All it seems to do is suppress. Which would be nice, except, as I explained, the suppressed units in question crawl their way up to the crew to get off a grenade and / or molotov. And yes, when we're talking 2-3 squads, one of them always manages to do this. It takes an asinine length of time to pin them.
Now, I do admit that if you have a couple Grenadier squads there in support this usually wards them off from attempting this and they issue a retreat. But I remember several occasions where I had an MG-42 watching my cut-off / flank on Langreskaya. You know, the point that connects the right half of the map to the northern base?
Anyway, all my other units were fighting a huge engagement for the right fuel point. A conscript squad approaches the MG-42, coming from the direction of the central VP. They get suppressed OUTSIDE the capture radius, crawl into the capture radius, continue to full de-cap and neutralize it, and only *then* do they become pinned and retreat. The squad with ease could have crawled its way up to my MG during that time. Guess the guy didn't want to press his luck, he did admittedly lose a few guys (two in the process, one guy on retreat).
Still, it is even worse when they have vet.
And no, they were not in green cover. |