What? He lost a game to a multiple IL2 runs but he did little to nothing to counter it.
Despite what people are trying to imply here Ostwind is pretty effective against attack planes. It can struggle with a recon one but will get attack one quite easily. |
You are mistaking balance for playability. This ability (Sov strafe) is completely dominating in team games. I don't expect perfect balance and yet I do want to be able to play the game type. It is not fun if at the 15 minute mark I lose to three strafing runs.
I really disagree with you on strategy in larger games. In low level larger games strategy is limited. But in higher levels games there is a very great strategic depth. Flanking on Rzehv is actually incredibly important. You may have three main routes, but you need to decide when to hit them. Do you all go together at the same point, do you spread out, how do you spread out, when do you attack...? so forth and so on.
I take those modes seriously in that I want the better team to win. Not some stupid random strafe to decide the game.
Are you really going to justify game balance in terms of 3v3 mode?
You've said you got IL2 used 3 times in team game? Well you should have had 3 Ostwinds to counter each plane as they were passing. I would say it was your mistake of not reacting properly after first plane has been used. |
all are great ideas, i think the solution for ram is reworking it to only crew shock 100% of the times for like 8 seconds
You sacrifice a unit for a 8 second of stun? Great idea... |
Large team games such as 3v3 and 4v4 will never be balanced. Ever.
It is simply impossible to do so. Even majority of the maps in CoH2 are too small for larger games. Played 3v3 on Rzev? You don't even have space for flanking on most of them.
You can try to justify 3v3 balance as much as you want but it's pointless. These kind of games don't even represent true issues with the game or balance concerns. They are to random. They'are fun to play, you can't deny that, but that's it. You can't even take these kind of modes seriously. |
Blah blah blah. You know the 1 v 1 crowd are in a minority, don't you. I play 1 v 1 too, nut the disdain shown for people who enjoy bigger games (i.e. most of us) is hilarious.
I enjoy team games as well. 2v2 is my favorite game mode anything bigger than this I play only for fun and don't expect to be balanced to the same level as 1v1 is. Quite often 3v3 is a unit spam and nothing more, it's hard to get all players with the same skill and you are carried or dragged by your teammates quite a lot as a result. It's easier to gain resources as well so it's normal to see very powerful abilities more than once in the game. It's possible to have opponents gang up on you 3v1. How will you consider balance issues when that happens? To what extend it was a balance issue? Or maybe it was your team not playing together? |
I just used this ability in a big 4 v 4 with lotttssss of fresssshhh meat on the field. It is a flying +5 vorpal battleaxe.
I can see why it pisses people off.
And when I play sovs invariably I have stacks of munis - I managed three IL-2 strafes in a forty-minute game.
4v4, 3v3 or even 2v2 will never be completely balanced.
There are too many people on this forum crying for nerf or buff who are basing their judgement on team games experience only. |
We were discussing sniper armour buff in other topic and I think almost every one agreed that it's not such a good idea.
I am able to deal with Shocks pretty well right now using just German T1.
For me it was more of adaptation issue rather than anything else.
I don't mind Shocks being moved back to CP2 as well. I am meutral. I mean it is nice to have a strong unit early game but I usually build Shocks as my 4th unit as I prefer to have capping power early on. You can almost have 2 squads of Cons for the price. |
The more I play against early shocks the less if an issue I have. You just got to figure out how to counter them, getting a sniper and keeping it alive is the best strat. I have been using this build every game lately and it has done wonders; 1 gren 1 mg (go to fuel and hold or harass a little with gren) then sniper. The sniper really scares soviet players and forces them to make a decision they probably don't want to make. They either got to forget about going shocks and get that sniper off the field or go shocks and bite the bullet. Either way getting an early supported sniper puts the OH player in the drivers seat a bit and forces a reaction from soviet.
+1 |
Just give the StuG 60 range. This way it can fire back at the SU-85. Two will beat a Su-85 which is just sitting there. The Su-85 still has the advantage of spotting for itself, so it will land the first shot. But the important part is that the StuG is no longer totally outclassed to the point it is useless by the soviet tank destroyer, because now it can fire back.
StugIII is design to counter Soviet T3 and Soviet tanks in general. I would use tanks trying to deal with SU85 as you can deal with them even by using PanzerIV provided sucessful flank. There is a price and tech difference between these two tank destroyers to consider.
I think target size increas on StugIII was unnesessery and should be reverted. |
Don't mind as long as it comes with an adequate price decrease. |