Thread: IR Ht5 Aug 2019, 22:37 PM
You've never given an argument why the unit is beyong fixable beside "there's no analogue". There's also no real analogue for the Brummbär, the 222, the 251, Sturmpioneers etc etc. Should they all be removed now?
Although I generally agree, that is a pretty wrong analogy. ZiS gun bug will always be a disadvantage for the owner. IR-HT bug will always be an advantage for the owner.
It's been bugged since day 1 of WFA. It was harder to proc earlier on, cause suppression platforms for OKW were Kubel and Flak HT at that moment. MG34 was doctrinal and in a paid commander. I can't find an older thread but here is a reply from that time in this forum.
This bug is in our database, Thanks
They will later re-introduce the same mechanic in another unit, which fortunately, was unpopular (Valentine). In the rework, they actually removed this mechanic from the unit.
It's not a bug which was introduced later through patches. The bug is on the inherent nature of the mechanic itself. |
Like casters/ refs. or viewer from twtich chat doing a 1vs1 on cold tech. sounds fun xD
For the viewers. I nominate Don River and Prypyat winter. |
I hope your distaste for the biggest vehicles also applies to the Soviets and not just the Panzers, as if they are the only big vehicles in COH2.
I do however very strongly agree that there should be more lighter vehicles in the game, like a regular Hetzer, the various British cruiser tanks, the M3 Lee, the T-26, the BT-7, and of course the Panzer 3, and many more different half tracks and armored cars.
KT, Tiger/TA, ELE, JT, ISU152, IS2, Churchill/Crocodile. Think of them not how they are now, more so how they were on their pinnacle and how they defined the game.
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Thread: IR Ht3 Aug 2019, 20:12 PM
IR HT needs to get range decrease and more durability with fuel cost removed and have the bug it has fixed, would make it p decent.
It can't be fixed in the same way the maxim deathloop can't be fixed. It's been present since WFA release, the same mechanic was implemented in the Valentine (without fixing) and the later removed from it.
Odd to incorporate in 1v1, but anything beyond that is a maphack due to the bug. But hey, most people don't use the minimap so it barely helps them (reason abilities like radio silence are barely used as well). |
My suggestion:
Lower the cost, disable HE barrage and make it work with flame barrage (free).
Once Flak HQ is down, you can upgrade it to current design.
Adjust both Flame and HE as needed. |
i still believe the range should go to 55 like in the preview patch, so the speed is compensated by a bit more risk when kiting (55 range will still out range stug panthers tigers etc)
5 range has never worked outside of engaging slow units such as infantry. There's a reason that most of the tanks have incremental range by 10.
Anomalies such as the Tiger, have their range only help against infantry or non "meta" existent 50 range vehicles.
Even if you account for speed, take a look at the Comet. We don't see people using it to kite 40 range vehicles. |
For comparison sake, most elites squads are 9pop.
Commandos, Obers, Falls, PG, Guards, Paras. |
I think you're forgetting that tommies get a cover bonus.
Well that doesn't suit his agenda, so no, he is just selective with his memory.
We have removed the cover bonus from British infantry. Previously British infantry would be harder to kill, even if flanked due to the nature of the bonus.
Removed the -10% received accuracy for All British infantry when in cover |
Last point: Blitz stopped the moment you got in the middle of the road. Otherwise you would had got the kill most likely.
+100% accuracy, -25% received accuracy, +40% speed, and +25% rate of fire. |
While I would not have remembered all of this, I consciously did not mention most of them to keep things more clear to the readers.
I also thought about skipping the SOV commander FRP, mentioned it in the end as an FRP is probably one of the most impactful abilities compared to a commander healing drop. Therefore someone would surely have brought it up and if it's just for the sake of nagging my general argument.
Also I only mentioned Volksgrenadiere since these are mainline infantry and you usually have 3-4 of them, so they are basically the main reason why you need healing in the first place. Self healing on them maybe does not make healing obsolete, but less necessary by far. Maybe you could even sustain med crates if you only need them for the support units.
Self-healing on a special unit (like commandos and storm troopers) that you normally don't have more than one of is still nice, but neglectable for the sake of clarity in my opinion.
Well you brought the doctrinal tools first.
Blobbing have always existed, it's just that WFA + UKF made it easy. On one hand people complain about blobbing and on the other hand they want more FRPs |