Who the hell cares about fights in a vacuum about units who practically never fight each other to begin with? Demand a buff to the 221/222's health and leave it at that Nullist.
Oh, and you can actually micro the scout car too. Leave it at the sides of the M3 and it cannot damage it. If it has Guards inside, it's still a toss-up despite M3 + guards costing far more than a 222, and being doctrinal to boot. I'm really not sure why you're complaining about this. |
Pretty solid suggestions. I'd add to completely remove flamer detonation chance (such a stupid RNG-driven mechanic) too, currently it seems investing 60 ammo into a bit of a gamble. |
I can appreciate the trolliness.
But you didn't really answer my question...
The_Courier: None of that really invalidates my proposal of reducing aim time, at the expense of a longer reload time though. Its basic effect would be for a faster initial hit, specifically from ambush position, to help deal with a simple reverse, whereas it evens out in longer open field engagements as there is the second salvo comes out later.
Basically re-adjusts current status quo to where it helps Shreks perform their ambush function but doesnt really change their overall effectiveness.
If it makes you feel better, sure, propose Relic make that change. It still won't make the unit perform much better against a decently microed T-70, since it's not supposed to anyhow. The team has much bigger balance concerns at the moment. |
Shrecks aren't supposed to counter the T-70.
Yes, yes, price differences and all that, but it's just not its role, and in fact it never was the shrecks's role in CoH's history to destroy light vehicles (unless you used cloaked Storms but those were doctrinal). It's designed to destroy medium tanks and cripple heavy ones, and it's pretty successfull in that regard so long as you support your PGrens. But your primary infantry AT is and always will be a PaK. Get it, support it, and it will deter the little guy until your Panzer 4s can flatten his T3.
I mean, price isin't everything. A Zis-3 will (eventually) destroy an Elefant 1v1. Does that make the Zis crazy OP?
At worst, if you have difficulty with T-70s in particular, you can grab the free doc that gives you the open-topped halftrack, and go all Panzer Elite on the Soviets by putting shrecks in them. I loved doing that back in the days. In some maps, shrecks in buildings are also a great deterrent until you can field a Panzer, as T-70 barely damage structures. The T-70 may be slightly OP, but it's not like it's unstopable bar the broken commander, and again shrecks aren't supposed to 1v1 it. |
The funny thing is, in terms of pure balance, it's probably the best Relic has ever done. It sure as hell is more balanced than any Dawn of War title, and vCOH only got balanced late in its life. But the gameplay has been overly simplified, and of course the commander DLC system is ridiculous. |
It's just where it needs to be. Relatively cheap, all-rounder tank that's good against infantry and decent against vehicles. Ram is a stupid mechanic that should be reworked/removed, but the unit itself is 100% fine. |
And ostheer would have a counter at least a minute earlier if anybody ever thought they needed one bad enough, in the stug. But everybody waits...pressure must not be making them sweat too much
The Stug generally not being very good doesn't help. Now that the T-34 has been buffed to usable levels, I think the poor thing needs a bit of a buff too. Wouldn't mind trading it for a slight nerf to Ostwind or panzer 4. |
i'd probably be in favor of increasing the T-70's manpower cost myself. 155 is very low for a unit that has great mobility, firepower and is immune to small arms and virtually immune to fausts unless it steps on a mine. It's certainly a powerful unit, and the scatter change seems a good idea to me; few things are more frustrating than having your infantry chased halfway to base by a moving unit you have difficulty countering. I'd put it at 210-220 MP myself. Increasing fuel cost seems a bit redundant after that, not to mention it's useless against anything not on legs or a HT.
But then again, it's merely Soviet Industry that makes the unit crazy OP. By itself, the T-70 is hardly invincible as VonIvan has pointed out, and if you can stem the T-70/T-34 tide the German player has the advantage of having a T3 building Soviets will have more difficulty countering. It has a window of opportunity during which it rules supreme, but if the game is anywhere near close the Ostheer player should have a Panzer ready within 2 minutes at most, and with proper preparation it's very possible to hold off the thing. |
Thread: Flames20 Nov 2013, 04:38 AM
Flame weapons being based on criticals is silly to begin with. Sometimes flamers almost instantly kill two members of a vet 2 PGren squad. Sometimes it fires at vanilla grens for ages and barely scratches them. They should base them on constant DPS instead, make them more reliable and better at clearing garrison. And remove the Hollywood-esque tank explosion from the game, too. Nothing more frustrating than sinking your first ammo into a flamer to even the playing field against AssGrens only for the damn thing to burst as soon as battle is joined. Yes I know it's been toned down, but I want it removed completely.
Also making some sort of retreat modifier would be great. |
Strongly disagree, The Tiger Ace is the ultimate HighRisk/HighReward Unit and it is very fun and very risky and also isnt so hard to kill if you realize this is a strategy game and part of that is thinking ahead and making steps ahead of your opponent. You see him buying vet you know what you Need to Prepare for if you are winning. If you are losing the game most likely your going to lose anyway and its just a nice game ender Imo oppinion so you dont have to play the game another 30 minutes even though you won it at 25. Seriously you guys its just a regular tiger with vet 3 hardly unstoppable quit being whiny little girls get some freaking balls and think and also if you gonna play a strategy game you better know how to lose cause its gonna happen
It's not ''just'' a vet 3 tiger, it has a 0.5 dmg received modifier (meaning it takes half as much damage and so effectively has double health) and does double the damage of the Tiger's gun (320, equal to the Elefant). Of course, if your opponent is dead and you have a full army it's killable. But in a close game, where both players are equally skilled? Where the damn thing has supporting infantry to cap, (vet 2) panzers to screen it and pioneers to repair it? You're basically fucked. He can easily rout you and waltz into your base. It's not good game design at all. |