Good question and one for which the answer actually changed in the last patch! I probably should've mentioned this in my ninja notes, I touched on one small aspect of the implications of it (puma ostruppen nerfed), but I forgot to mention the more general cases where it has a huge impact.
Anyway, because relic moved the squad base received accuracy to the model/entity SIZE instead of a squad modifier, this now means that merged conscripts are in fact easier to hit than the proper models of a squad for any kind of infantry squads. They are harder to hit than the regular members of an HMG/mortar squad, but...
The other implication of this change is that now only the initial squad of HMGs and Mortars sucks ass. As soon as they get decrewed and recrewed with something else, they lose their received accuracy bonus permanently. For instance HMG42, initial received accuracy/size is 1.25. Lose the initial crew and recrew with grenadiers and you now have an HMG42 with 0.91 received accuracy. Or with PGs for 0.8 received accuracy.
Damn, thx for the correction. I indeed only checked that on the prior patch.
I know that if you merge a cons squad with a shock troops squad, cons models added to the shock squad won´t have armor as shock models....so in my opinión it is not worth....
But I think merge is great to reinforce mortars and machine guns in the battlefield....
What about Guards??? Do you think is a good idea merge cons with Guards squad so the guard squad don´t need to retreat to reinforce??? or is not a good idea and why???
Guards have better DPS, so yes, if you need the damage inmediatly and the retreat is long, merge. |
I'm only 99% sure of a duo using maphacks cause they didn't bother on hiding it anymore (blowing mines and demos on weird positions just for them to confirm it). We face them a couple of times, they weren't good but they had some "good" predictions. After asking here, another top couple had similar issues with them. Anyway i suggest just giving the replay and not name and shaming here since it will make any further discussion be met with a lock thread.
The problem is, if you pay attention, you can really know what's happening through the FoW. Sounds and things breaking up reveals the position of all vehicles. I can expect this from a top100 who has good micro, but not from someone who has problems microing infantry on the first 5 mins of the game.
Theres also other issues as there are some bugs on the game. Dead bodies (not crawling) or invisble entities which remain on map giving vision (till more bodies die and replace them) or bugs with certain abilities or units with the tactical map (IR HT). |
I do have a question about Conscripts. Does the +0.07 received accuracy apply to the models even after they are merged into another squad? Also, why did Relic choose that way to balance them versus Grenadiers instead of slightly nerfing their damage? It means that Cons scale much worse than Grens in larger game modes. They normally last 0.07 seconds outside of green cover in a team game. I'm sure some will respond to this question with a "keep them in green cover, noob" which would be a great answer if the Cons only had to sit inside the base behind sandbags instead of actually capping something.
It's squad based, not entity wise. So merge at will.
Cause they also increase the damage output of them for compensation. |
lol, sprice, do your work and exploit the shit out of it
Random squad walks around, and there you go your 120muni investment.
I was afraid of that, and here I thought I found a new way to make ostruppen doctrine slightly more viable.
Well, 2%^3 it's kinda appreciable.
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AA in CoH2 is essentially "if a plane is in the air it is dead" (which is why super high damage plane crashes suck so much) now with the M5 buff and the USF AA HT was already god like. CAS strafes should be thought of as off maps instead of traditional plane abilities and balanced as such.
Then the time it takes them to fire should be balance into similar values as other abilities, cost and power adjusted as well. |
def(ault)cover is open ground. I do not know if tp_open is in use anywhere.
To be honest you really should have realized that no way your units die as fast on open ground than in negative cover, even if the naming is really confusing
Thx. I'll be less afraid of engagement on the "open" i guess.
Q: Attack ground vs automatic fire or attack order in mortars. Any real difference ?
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How feasible engine wise is to make planes move faster and have to loiter around in order to them been able to unload it's payload?
The intention is to be able to take down the plane without affecting so much the time it takes to drops its payload.
Another option.
How about making the ability to instantly call a plane to loiter around the map and after 5-10s you have a 30s window to set a strafe line ?
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Or maybe NDA NDA, dunno. Wonder if they plan on releasing that on live. |
Didn't know the variations on Aimed shot and the thingy with sweepers.
I think you should add that, unless i'm wrong, that open cover is as bad as red cover against anything that doesn't apply suppression. |
No doubt. Relic isn't THAT stupid,are they?
Money > Balance
Although I'm sure they have learn from their past mistakes. It's not like we are gonna have another Tiger Ace issue...right? Right?
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