Who the hell ever makes more than one ambulance? You're definitely right, and my point is that factions all have asymmetey even in how they heal and reinforce their units.
Haven't you heard about ambulance base rush ?
On a serious note: it's not necessary that all healing should be done via AoE, specially after the fixes on WPB.
He didn't PROVE anything. He claims it is harsh but that doesn't mean it is. Teching T2 for Zis is a very small investment. Hector thinks it's harsh because it means less penalspam.
T70 takes 3 shots to kill in WBP. It's now even more superior to AC and Luchs.
Dat hypocrisy though...
For soviets, losing time is a problem. For Ostheer it's core design.
"For ost, you have to build tier1 in order to get anything else than HMG - core desing"
What if I told you: For Sovs, you have to build T1 in order to get anything else than Cons - Core design.
Check your facts better.
T70 perform really bad after WBP 1.3 i think so it got it's MG to compensate. Reminder that T70 live also takes 3 shots to kill if you use repair ability which also removes snares. It's more expensive and is one of the latest light vehicles to arrive as well. It's no longer the boogeymonster.
For the 2nd part you are missing the point.
OH T1 is cookie cutter build, it's effective, it works.
SU T1 opening is not, specially depending on which Penal version we are gonna end with.
NOTE: 2v2+ is another can of worms which might affect the perceived performance of units, such as in the case of Penals ATM (live or WBP).
I'm amazed how Cons can eat Katy's rocket straight into face, while PzWefer wipes Grens easily.
Going roughly through coh2stats icons and checking area_damage_FF_multiplier:
I might got some wrong values but overall, i think a normalisation of friendly fire by category of weapon should be done (Pwerfer is one of the outliers). I didn't bother with offmaps cause it takes more time to look for them.
If you ask me, i'll remove the 0.03/0.03 category and move it all to 0.20/0.20 Friendly fire shouldn't be as friendly as it's now.
Grens have even a bonus LMG and Kar salvo, Penals still manage to beat them with 4 models remaining (and they are standing at negative cover after loses.
This is definitely NOT right and should be adressed.
That's borderline mid-long range and the Penals autoseeked cover so they got an extra -50% RA. If you check the video carefully you'll realize 3/4 models are behind light cover and the 2 outer models are in red cover. ONLY 1 model (without LMG) targets the outer models and dies. When there are 4 models, the game changes the top icon to red as there are either equal or more models on red cover (which doesn't matter cause the fight finished).
If you want to test things
-Start by disabling AI. It won't move. Don't worry, they auto engage units in sight.
-Download an empty plain map or look for sections of map without cover.
-You should also put sandbag for references to the sides so people can now at which ranges you are engaging.
Sorry but this just shows that most people don't know what is short/mid/long S:0-10/15 M:10-20/25 L: 25/30-35. While each weapon varies, that's more or less what each range represents.
I know. (Also to further clarify, I mean the May Preview Patch, not his Competitive mod). But please understand that this is at the heart of why I've been a little critical of the balance and design decisions of the mod team.
I think this part has been answered by Smith. Someone at Relic looking at X mod and taking the parts of it that it likes isn't equal as to implementing the concept behind said mod.
I've really been trying not to be. I mean I started out by insisting that they need to be careful about the changes they make because A) Relic has to take them, interpret them, and implement them. and B) trying to tweak combat stats and performance would be an endless cycle of balancing. I also insisted not to just make changes because they are in the scope. Not every light vehicle necessarily needs changes, especially when changes compound other changes being made (like squad formations.)
You have to consider that some things have it uses on 1v1 mostly while others are only concerns on 2v2+, or some are high ranked issues while others are low ranked problems (ex: sniper value at high rank or zook blob at low rank).
Going back to the main point, light vehicles have always been "meta", specially on 1v1 when you need to push your advantage. They become less relevant on 2v2+ or low ranks when tech is speed up.
I do love the AT satchel functionality in its v1.4 form, but that's also because I thought that's how Satchels should have functioned since Beta. I disagree greatly with the previous changes to mines, but that's because I greatly agree with the formation changes of this patch. I felt the mine changes ignored the issues that formation changes attempts to deal with, but I accepted them as accomplishing a much needed goal. (Incidentally I'd suggest reverting the mine changes in a version of WBP to see how many wipes occur.)
There's plenty of times on where change formations wouldn't solve mine wiping shenanigans. I think that at this point is fine leaving it like that.
This is the second time this has happened for coh2. The first time this happened we saw okw be broken by removing volks schrwcks without actually redesigning anything and giving USF the turbo mortar without redesigning anything.
The game saw a whole lot of problems as a result and spawned the exceptionally stale light vehicle meta this patch is pretending to address.
Loading memory.exe:
-Beta test was made with a sudo OH/SU mortar. It was fine. Relic implemented single player turbo mortar.
-Not even half of Mirage patch was implemented.
Damn, some people really are fatalist.
Cause light vehicle was not prominent before July patch? T70, Aecs, 222s, P2, Stuart/M20s.
Heavy rear armor bullshit? Mine wipe and tripwire flare cheese? Random heavy engine damage? Tactical nade lobbing while suppress? AT weapon sniping infantry? Deflection stun? Gunner loop of dead? Cpt getting free bazookas? Brumbar no longer useless!
OKW problems came from: AAHT still useless, ISG not reliable to deal with garrison or maxim spam (fast enough to actually matter), raketen taking ages to track, SP healing or OKW healing in general. Access/Timing of elite infantry and chances of them getting wiped before vetting up.
if the doctrine is the problem then put assgrens in T4 so we can finally tech towards other things than just tanks or more powerful tanks. That would be an elegant solution to leviate a long standing problem, how late game is just about who has more tanks.
Good luck with having that approved by Relic. It's one thing giving OKW a suppression platform (after removing it from ISG/Kubel and AA HT been shit) and other in just starting to add doctrinal units to base tech.