i think conscript repair is better
i would buff the plane for sure
More like: fix the damn tracking cause the aiming UI is bad |
The aim is not to rework shit maps,
But it is a shit map. Polish all you want a turd, it would remain to be a turd.
the objective here is to fix a map that is historically significant and should be present in this game, and someone very kind that have experience (tric) set out to help. Everybody thinks that Stalingrad have problems, that's why this thread exists. If you want to know how to fix it, you can see tric's video in this topic somewhere. If you have suggestions, we would be happy to know.
Most of the heavy urban maps don't work in CoH2. If you want a Stalingrad map, i think you'll have more luck trying to rework Lazur Factory rather than Stalingrad.
If you can't rally up competitive players to play it so any issues can be brought to light, then you are just going to waste someones times on something which is gonna end up been vetoed most of the time.
Then enjoy having just Faymonville in the map pool. The rest of those 1v1 maps are community maps, made by the very mappers you're sticking a middle finger up to.
Oh, and it'd be the original, red cover retreat, biased garrison hell Faymonville too.
And this is also why we can't have nice things. |
I understand what youre getting at, but I literally cannot think of a situation in which I would rather have my grens not be upgraded with the mg42. You dont want to chase retreating squads with grens. If youre closing in against cover, the dps you inflict will be negligible until you actually stop and fire (having reached the range where cover is nullified). So even in these situations Id still say the mg42 is an upgrade.
I guess theres the weird aimtime/proning animation that means the squad can be circled and the mg42 model will spin around never firing, but that is very much an edge case.
Given all of this, I still think its fair to say the mg42 is an all ranges upgrade (brens and DPs exempt).
Edit: Actually, thinking about the terms used, the mg42, and mg34 (and again, I think the dp and brens on sappers) are literally all ranges upgrades. I think the term "all situations" upgrade is closer to what you mean. Which, again, id stil argue the mg42 is.
I agree with the general notion of your point, but i do think that there's merit to remark that LMG do indeed have a "weakness".
Chasing: i guess it depends on the situation. If you can block the retreating squad pathing i'll say it's worth. If you are not sacrificing positioning i think it's better to chase for a bit and then stop when they are gonna get close to max range.
Grens: not in today's meta, but against soviet double sniper (which in that case you should go for G43 if you have them available) or maxim spam.
The funny thing is, even if LMG42 is stronger, and even if LMG grens are overall far better than vanilla ones, it still removes an option from the squad. In the cases of Sappers and Guards, even if their upgrade is indivdualy weaker, i'll say they don't do much on their own on the move. Guards comes with PTRS which further cements their role as standing ground units and sappers don't do much on their own by the time they arrive.
Just to be clear: all weapon upgrades are no brainers, as i said before. BUT LMG at least have a drawback. Assault Rifles and Carbines get the best of both worlds. Damage and DPS on the move.
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BARs are an all range upgrade. LMG42s are an all range upgrade. G43s are an all range upgrade. LMG34s are an all range upgrade. IIRC, DP28s, and brens on sappers are an all range upgrade. Thompsons are basically an all range upgrade. Why are all range upgrades bad?
Volks have ranges where they can 1v1 most squads, but they will not holistically 1v1 most squads.
LMGs which can't be used on the move, are not "all range upgrade". On top of been bullied by CQC or units moving around pass them.
DP28 and Bren should have lower damage at 0/5 range at least for those units who normally wield it.
I would call all weapon upgrades although, no brainers. Because even if they have CONs, such as LMG and SMGs, they really overpower those deficiencies easily.
I do think Assault Rifle type of weapons have a bad design problem. They don't have the limitations of LMGs, while they still retain far more ranged DPS than they should. On top of having scatter hits.
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Maps like Stalingrad would amplify the strategies and some commanders might be useful in a niche scenario.
That would only apply, if we had a "draft" mode before entering a game. You would kneed to know which map you are playing so you can choose your 3 commanders for your loadout. The system works for tournaments but doesn't work for automatch where you locked down commanders from the getgo.
That's without taking into account the limitations of each faction.
I don't think this is necessarily a player issue though, I think this is more a short coming of the commander system, and the lack of variety of maps. If the game would have launched with 5 urban, 5 industrial, and 5 rural maps. This would have groomed the players to have a more open approach to how maps played. So I feel like this is partly on Relic as well, without even taking into account balance, faction design, or game mechanics.
If the commander system was different or had more varied options for each faction, then you could run commanders for specific map sets or something like that, but it is probably far to late now. Even if I did the best rework of this I could, it will most likely just be at the bottom of the veto list because players will remember the bad experience of the map and just avoid it, no matter how many changes/how much better it may or may not play.
That's the key problem. Besides all the issues with pathing and buildings, if a map is an "autowin/autolose" with certain factions or commanders, it's gonna be hated and vetoed.
Even if Relic released plenty of variety of maps, BALANCE would dictate what most people would like or not. Just remember the balance state of the game on early times. Open maps = Ostheer paradise. Urban maps = Soviet map.
Not saying we are in the same spot, but it's generally agreed that factions keep having key roles locked down or ineffective.
At the end of the day is as you say. No matter how good the rework is, no one is gonna care about it. It's like if someone suddenly said, guys we can fix "Shittard/Prypiat" or heck Don River.
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The real vet 3 stats are: Cons 0.71 and Grens 0.7
I just checked the vet guide (which is outdated). Forgot they reduce it and changed it around.
Veterancy 1 now grants 0.92 received accuracy
Veterancy 3 Received accuracy from 0.6 to 0.707
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at vet grens have only 0.30 dps more that conscript and 0.1 less target size,but conscript have 2 models more with makes their dps and durability much higher,vet3 cons beats vet3 grens at any range
i mentioned that only for those who thinks adding lategame lmg,because it's also bad idea,they just gonna overperform any of base infantry.Even if you give them 1 dp they gonna be better than guards A LOT already,because cons vets just insane
Even with trashy ppsh upgrade they can fuck everything,if there going to be any other LMG stock upgrade they gonna be new JLI
From where did you get those stats? Cause even if they are 4vs6 models, Gren squad have higher damage output. They have the same offensive vet.
Vet 3 fights with stock weapons are in favour of conscripts because they get -40% RA vs -23% RA but still, the number is off.
Conscripts have 1.09 RA which translates to 0.654 at vet 3
Grens are 0.91 >> 0.7007
PD: i don't want LMG conscripts even if it's a DP28. |
Thread: Ostwind30 Jan 2019, 00:32 AM
I'll start by buffing AA chances and turret rotation (so it can actually shoot at the target).
Giving suppression to the hull MGs would be a buff or a nerf? Put it basically at old 2 stacking bulletins levels of suppression. |
Quad AA is simply OP with the current system, it can shoot down loiter planes on entry without firing a single round.
Generally speaking the planes systems need an overhaul and its is really weird that only definitely good change from Fall balance preview which was the changes in planes mechanics has not make it live while most of the other ones have slowly crept in to live.
All artillery offmaps gives you either plenty of time to abandon the area, have a smaller area and/or won't attack units outside of it. That's not the case for loiter planes.
Don't call loiter planes if the opposing team has AA. If all dedicated AA platforms had this capabilities, you would had a chance to counter single pass strafes as well.
The Quad was able to insta kill it because there was no fog of war, it was aiming at the direction the plane came through and there was no other targets in the vicinity.
looks like its just an ability specific quirk that the first ju87 doesnt enter the map on attack, all other loiters enter on attack phase.
I would hope so, but there's so many exceptions to the rules in this game. |
Yeah, centaur and SU AA halftrack knock out all planes on the first pass. at vet 0. It should be hotfixed with the Brum nerf since it's way more op than the Brum which was only somewhat overperforming.
In fact, all dedicated AA platforms should have this performance. |