Totally agree with this. The response time of smoke is just way too slow to be used reactively against players who properly micro mgs and the smoke doesn’t really last long enough to pre saturate an area for a push.
More responsive smoke might actually make it worth using instead of just barraging the target. |
Been noticing issues with static weapons where they will decide not to shoot at anything. I did a small amount of testing (very small) but it seemed like issuing an attack command for the weapon team to attack a specific unit, having the targeted (enemy) unit leave los, and not reissuing a new command to friendly weapon team causes the weapon team to stop attacking other viable targets.
For instance, if I put and MG in a house and manually tell it to attack a rifle squad, said rifle squad retreats, I don’t issue a new command to my MG, a new rifle squad walks into range from a different angle, my MG will now not automatically change sides and target the new rifle. Important to not that the lock facing toggle was not on.
I also noticed something somewhat similar happening with pak-43s where the gun will sometimes not automatically shoot new units entering its cone after a unit I had manually targeted moves out of los.
Edit: not sure this is unique to weapon teams as I’ve also had a couple of instances of garrisoned bazooka units not firing on anything until manually telling them to do so. Also, this doesn’t seem to happen every time. Confusing! |
Coh 3. An in game encyclopedia that lists squad dps stats at various ranges in graph form (bonus points for nice UI including unit pictures etc). Also have it pull the stats directly from the live game files so you never have to guess if it’s up to date.
In terms of balance: all officer units in every faction getting tweaks. 2cp call in officers moved to 1 cp; USF Lt and Cpt getting their abilities reworked; Sturmofficer being redesigned to lose the aura, lose the force retreat on death and making his Luger be more combat effective. |
For lategame in teamgames you have three ways to go (all of them are good at supporting the team):
spam Jackson + Scott
spam Jackson + Priest
spam Jackson + Calliope
lets reduce it to: spam Jackson + some piece of artillery
In early teamgames you go Rifleman mainly, so its the midgame only very you can get out some diversity, maybe even something unpredictable before lategame kicks in. I really do think the other factions have a little bit more diversity in early game openings as well as lategame situations.
I don’t play a lot of team games so I guess this is where our opinions diverge, but I see rifles, assault engies, path finders, wc-51, mortar, or heck even extra REs with the new commander as being viable early game options. Depending on your definition of early game, cav rifles at 1cp come pretty early too. |
I don’t really agree that the USF is lacking in core diversity. They are one of my favorite factions specifically because of their versatility. They are now, imo, now one of the best designed factions in terms of choices in mid game. If you factor in doctrines, I’d say early game has a lot of options too. Late game flexibility depends a lot on what mode you’re playing. In 1v1, the options are still wide open but in team games, they seem to get locked into spamming Jacksons and scotts to deal with heavies and team weapons. |
Don’t underestimate RE’s volley fire. |
So, the problem is that we’re having trouble with the timing on these big, powerful, expensive units right? Being tied to CPs meant they came too late in team games, being tied to tech only means they are at times now coming too early and stomping everything right? In 1v1s stall to heavy is strong enough that other balancing decisions are made around it (cons 7 man upgrade); and across all modes, TDs are oppressively strong largely to deal with them. Seems to me like the problem is more with the heavy units themselves throwing everything out of whack.
Maybe it would require too much tuning, but it seems to me that if you tied heavies to tech as well as cps, but lowered the cp requirement to 8 or 9, then reduced both the cost and effectiveness of heavies down to be more like premium, premium mediums, and capped them to one out at a time, you could let people play with their toys without everything being so life or death.
In the same way that premium mediums are better than mediums but not so much so that regular mediums are obsolete when they’re out, make heavies the same degree of tier above premium mediums. Lower the heavies health and armor down to be a grade above premium mediums and reduce their cost to be more like a panther. Cap them at one out at a time so that they aren’t spammed in team games. (Most are already no?).
If heavies were less powerful, you could also reduce the effectiveness of units like the Jackson, su-85 and panther which many players have recently expressed as feeling too smothering of medium armor.
Making heavies more accessible via cost and timing would also mean that picking a commander with a heavy in it would mean that the player would get to more extensively play with said units every match. Since you could only have one out at a time, you would still maintain unit diversity with cheaper heavies. .
All around seems like a win. Players get to use their heavies earlier and more often but they aren’t such the game swaying units that they single handedly end games without large amounts of dedicated AT.
Like I said, it would take a lot of tuning to get all the numbers right, but philosophically, what I’m suggesting is to reduce the cost and power of heavies so that they more easily fit into builds like other units and don’t cause other cascading balance problems. |
Well, I think the true elite infantry (paras, rangers, obers etc) are appropriately delayed at the moment, largely because of their upgrades, but the arty officer is basically a capped call in with the killing power of an assault gren plus some utility and could come sooner.
Because some of his abilities come online with vet, and because it’s not a spammable unit, I feel it’s appropriate to move him to 1 cp. , |
I don’t think the smoke would be that meta changing at 1cp but I’m also not opposed to it being tech gated. I’d say start with it unlocked and if it proves problematic, then go back and tech lock it. |
Even then, the biggest problem I see is that they're going to be coupled with early PzGrens. Pop smoke, the officer buff and that combo is going to shred pretty much anything.
Yes, in theory that could be strong, but it costs coordination, timing and the cost of an ability. Would it, at 1cp be any more potentially devastating or easy than 2 assault grens running up to their target? The scenario you describe is already available at 2cp, bumping it down to 1cp doesn’t change the timing drastically, but it lets the arty officer more comfortably fit into builds and start to gain vet. |