At the very least, flare can be move to command panther as an ability of the vehicle, now to be use, it will required to be call in from the command panther.
While i like this idea, and this would open up a slot in the commander as well, this is more akin to a rework which i'm not sure they are able or not to do.
Reminder that while it sounds "ez" to copy paste functions, there might not be anyone to actually code it and even worst test it. If there was a mod doing this, it could actually be feasible to implement. |
On the actual topic of flares:
Basically, I would have really pushed for it if I could. I was (IIRC) the one on the balance team to push for replacing spec ops flares with a recon plane, and one of the earlier people in this community to push for it. Unfortunately, said change was considered out of scope for previous patches.
Coming into this patch, it really came down to one question: Can you really see anyone picking spec ops after the command panther changes? The answer, to me, is a resounding no. In fact, infil nades were supposed to go to 25 munitions (not just 20), but even that was rethought given the other changes spec ops was receiving. As far as I and most people on the balance team can tell, spec ops will probably be a competitively dead doctrine after this and nerfing it further (by replacing spec ops flares with a recon plane) would just make things worse. It's an anti-fun ability that never deserved to be in the game, but nerfing the doctrine more would just be a little too much.
Maybe the flares could be replaced, other abilities could be buffed, and bundles could be created, but that's pushing towards a full redesign and the patch is pretty large as is. I wouldn't even know where to start with a redesign, personally.
At the same time, you are butchering Cancer commander which is not meta but cause it's Simcity, no one is gonna bat an eye.
That whole commander is anti fun and never deserved to be in the game, but here we are nerfing it into the ground.
Is it possible to provide some feedback as to when/where the flares are been used?
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T70 easily wipes full health squads on retreat unlike the P2, 222, AEC, Stuart, M20, or Greyhound. Why is it the sole exception?
Why is a so called "generalist" unit so much better at killing infantry than the rest, even those that are AI specialists, and better at countering light vehicles than most?
Sounds like a crutch unit to me.
Isn't the T70 arriving the latest of all the light tanks due to requiring more investment?
AEC-Stuart had been tailored towards been AT. I don't think the T70 can kill any light tank without any assistance from another AT source. At that point, it's equal to the P2 been able to finish other lights with assistance as well.
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Lobby for this feature once CoH3 is announced. |
snip
What i tested was doing FRONTAL grenade throwing while also keeping the AT gun aiming in the middle. Reducing the crew to 2 guys further helps with acknowledging if the units are actually benefiting from cover or not.
I'm suspicious whether both or only one of the models suddenly lose the cover or not ATM. Or even having the cover be working weirdly.
I'm not sure why are you testing the rak, because by design it doesn't have any cover or any hitbox relevant to block any shot. |
snipe
I have good news, bad news and cheese news.
Good news: cover seems to be working more often than not. At least showing the cover shield.
Bad news: while before i could reliable see results, now it's kinda random whether the cover shield appears or not. I couldn't pinpoint if it's whether due to type of maps (last time i tested on a real map, now i did on testrange), cover or terrain deformation.
Cheese news: the fact that you couldn't kill the AT gun is because you are aiming at either the middle or one of the models in specific. And the Rifle nade having a smaller lethal radius.
Even when the cover shield appear, i could 100% kill AT guns with Rifle grenades, by aiming at the model who fires (not the loader). |
*Watches simcity burn*
Nothing of value was lost
"Maxis developers angry noices".
On one hand, this looks like over the top nerfs. On the other side it's Simcity. |
Also, i think the bug on which dead planes give vision for a reduced amount of time is till there. |
Custom keybinding with grid hotkeys.
ASDW as pseudo arrow keys and tact map rebind on the mouse. |
The only real thing that bothers me about IRHT is the fact that it can be aiming straight at a wall or a forest and yet it still can detect enemy units (i know, to implement a more realistic IR recon is too complicated) and that makes IRHT very cheesy.
I dont agree of it being OP, because its a dedicated unit for recon-only pruposes, even T70 can toggle out of its recon mode to become a nightmare on tracks.
Teamgames often exploit units synergy to the extreme, a single ambulance can resupply and heal all its allied squads, OST CPz4 or even scoped 222s can push out the limits of 1v1 balance. I suggest to take 4v4s balance with a grain of salt because its too damn hard and its more important the match enjoyment overall rather than a single unit contributing too much its team.
If you want a sensible fix, make IRHT require a clear line of sight to be able to recon units, its not a radar. IIRC IRHT also warned the player on the minimap with red spots. I would suggest to remove that feature, to force the player to actively watch along the sweep of the IR
That is not why it's broken. The reason why it's banned in tournaments it's because it's pretty common that units which have been swept will remain spotted FOREVER after certain conditions are met. You basically have a literal maphack.
The mechanic itself (sweeping beam that spot things) is broken (in the sense that it's bugged) and it's one of the reasons why it was removed from the Valentine after it's rework.
There's also a different bug which makes the beam remain static in one direction, but i don't think it's worth the effort ingame to try to do so. |