Yes that is what I said. They tried to make Super heavies (or what ever you want to call them)
more viable in team games. But the problem was not the Super heavies themselves but the effectiveness of mass vetted TDs. So buffing the Super heavies was a step in the wrong direction, nerfing the vet performances of TDs would probably had brought better result.
Especially with nerf to Ele and JT.
In 1vs1 they tried to fix the "super heavy" stalling (stockpiling resources and waiting for the CP) but instead the make it worse because the "super heavy" become available around time one would actually have fuel for it.
We will have to simply see where the balance will falls after the patch.
My point is that reducing the HP Tiger to 960 will make it ever weaker vs TDs especially in team games. It might help with diversity issues but it will create balance issue.
Performance of TDs is not directly tied to viability of heavies. We had weaker TDs with lower pen and heavies didn't dominate teamgames at all. It's tied to unit volume more than anything else.
It might cause issues on 2v2 but i don't think it will bring any issues to 3v3/4v4 balance at all where i think that Ele > Tiger doctrines nowadays. |
Isn't this why they were CP3 infantry before rework? You could only reasonably fit 1 squad of Falls in your roster (unless you were wiped) and a single Falls squad pre-rework could not win vs 2 mainlines even when ambushed, so they could keep the faust because they weren't that OP and could be fought with infantry. They used to reward you by using them as ambush unit. Now as you can fit more of them in your army and they had their DPS increased, people A-move blob them (not anymore due to Grand Offensive Tiger meta in 2v2+). Their close range DPS was lower than that of PG and it was going down significantly with every model lost. Their current design is very weird not as unique.
Because they were not close to PG, they were closer to been 4 man BAR squad, with more than decent/good long range dmg and with insane scaling but been glass cannons.
They were not an ambush unit outside of spawning them to kill snipers, support weapons or the odd Katyusha.
They were an aggressive Ober alternative.
The doctrine also had the unique niche use of trading munitions for mp (by getting a Fall). |
Wehrmacht has the easiest time countering sniper of all factions, so I don't think there is any need to implement 221 for this purpose.
Additionally you can fight T70 to great effect with 2x222. It is a bit more micro heavy, but you can have 2x222 even before the enemy has his T70 so it can be done.
I'll argue that was viable when T70 was 320HP with auto repair skill. Not so much nowadays. |
You can really talk about that Super heavies without mentioning how easy to counter them.
When Relic tried to solve the maxim spam problem that was diversity issue, they decided to buff Penal. They end up solving them maxim spam issue but crated to more in the process. The penal spam issue and balance issue where Soviet dominated the game.
This is a similar situation. Ostheer Tiger is what keep the faction from completely sinking, neft it and the faction will collapse.
On teamgames. Not in 1v1. They tried to shoehorn them to be viable for a majority of the playerbase who plays mostly 4v4 when they were historically not as viable due to unit volume and super heavy TD (Tiger/IS are not super, IB4 changelog, there are contradictions in it).
Not that i necessarily agree with OP idea, but at least the faction is receiving multiple buffs while the others ones are getting nerfed. |
I am a bit confused about this topic. Is this a balance mod or is it actually the live game?
version 1.3 of the PREVIEW balance mod. |
Ideally you want to keep your MP resource low unless you are saving for a specific tank or other unit. Keeping 400mp in the bank at all times means you are basicly always playing with 1-2 squads fewer than you could be playing, which puts you at a disadvantage.
Might add that this applies mostly early on and while been low in popcap. |
Doubt that would be viable, as it would require plenty of attention to execute. Plus, telling precisely when MG stops being in combat state is not obvious - it lingers a bit after it stops firing or when entities leave it's vision.
It's not obvious at first, but it would be just another game mechanic. Nothing that either experience or digging the in game stats wouldn't tell you.
Ghosting sandbags was not an obvious mechanic but it took like 5 years for it to be fixed. We had people abusing how stealth worked before it's rework or how suppression applied for everything it shoot at.
On anything other than MGs, it would be fine. But MGs relies heavily on the impact of the first 2 bursts in order to do their work. |
In a perfect world, units would automatically reload their weapons when out of combat for, say, 8 seconds. It is possible to add this solution to the game, but that would require modifying files for ALL squads or entities in the game.
Waste first burst of an MG, move back whatever seconds it requires for it to reload, push MG frontally. |
Replays are the best tool you can provide for people to know what you are doing right and wrong.
https://www.coh2.org/replay
Unless you save the replay, it only shows the last game you played under the name temp.rec |
If I had the chance to modify the pack howitzer, it would be to remove its auto fire and focus on barrages. It'd still be reliable if barraging, but be vulnerable to mobile forces and require you pay attention to where the howizters are and add micro for the best use.
M8 Scotts -which are no part of this topic- I would first adjust their AOE and greatly lower their OHK radius, especially on auto fire then figure out how to make its regular barrage more useful at dislodging people.
Hey guys, i found the patch notes for the balance patch preview for 2021 |