The super annoying MG that doesn't want to setup is still in place, this makes using mgs impossible for me since they only setup when enemies are in range (which always tend to be too late).
I have never experienced anything like this in 2000+ hours. |
It's out. No joke. |
"Bullshit" is the consensus. Plus various adjectives. |
Now that I once more went through the enormous wall of text that the latest changelog is, I feel it needs to be said once again.
THANK YOU, gentlemen (generals or otherwise), for the tremendous effort you must have put in. If every line of changes required only one value to be adjusted, it would have been tons and tons of work, all done for free, and I know many of the fixes were not that easy to implement.
Whatever one's opinion may be on the balance changes (and I personally like the majority), all the fine-tuning, fixes and polish alone would make this one of the best patches we've had. I hope you guys get more opportunities to work on the game in the future because you're making CoH great again.
On behalf of myself and, I am sure, most community members, you have our deep and undying respect.
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Steam already received patch. Now its up to them to release it.
Source? |
Regarding Brits...
I so wish you were lead designer/balancer/CEO at Relic. |
Dream hotfix for G.C.S. based on current meta:
Command panther to 13 CPs
Maxim set up time increased
Infiltration units have 5 second delay before infiltrating Optional addition: with pop up on tool tip for opponents 'infiltration detected' (not sure if this is possible).
Cromwell to 135 fuel
Comet to 200 fuel
All arty cover crits removed and replaced with stuka AT like damage
https://www.youtube.com/watch?v=4pXfHLUlZf4 |
Please try to keep it constructive. I'll start.
1. Two strategic points are pretty much equal to one fuel (+6 vs +7), even before counting the munitions income. Spending the first 6 minutes throwing manpower at the enemy who's camping the fuel while there's a blank strat point next to your base is suboptimal.
2. Speaking of resources, multiple caches early on are all fine and dandy until you realize they gift half the map to your opponent and potentially leave your mate to 2v1, losing you the other half. If you don't like using infantry, CoH is not your game.
3. If the opposing team shifts flanks behind the fog and double you, you will need to stand your ground for a while until your mate can help, or pull out immediately. Unlike DoW, units in CoH can't teleport, regardless of how hard you spam the flare and "both here were are u". Don't complain if you don't keep track of what's where, and your retreat path. |
At 32:20... utterly absurd for a strategic/tactical game.
So in your opinion there should've been zero chance for that MG to escape, regardless of how it was played? Every Stuka barrage should guarantee a wipe for units in buildings? Because that guy evacuated pretty much as soon as he heard the Stuka and still barely got away. |
So enough bullets from infantry will even damage a tank...
This is not true. |