Mortars are really on the weaker side of performance improvement between vet 0 and vet 3 units. So i wouldn't mind a BARRAGE range improvement at that point.
On a somehow unrelated kind of buff to mortars what if:
-Vet 3 mortars instead got a -20% dmg modifier making them a bit more resistant to late game rocket artillery/heavy indirect fire. Similar to Grenadiers.
Or
-Mortars still require 2 guys to operate but they won't no longer decrew when at 1 man.
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My controls weren't working
And if they were, you were playing dishonorably,
And if you weren't, you were playing without skill,
And if you were, it's not fun to play that way,
And if it is, you only care about winning.
Bible of Scrublord, Psalt 3:16.
And if they were, you were playing dishonorably,
And if you weren't, you were playing without skill,
And if you were, it's not fun to play that way,
And if it is, you only care about winning.
Bible of Scrublord, Psalt 3:16.
Post History of elchino7
Thread: Bring back vet.3 +33% barrage range maybe?4 Sep 2020, 18:49 PM
In: COH2 Balance |
Thread: Why does 1 vs 1 feel like a big scam? 4 Sep 2020, 18:37 PM
I would push for faster VP bleed, specially when there's no attempt at trying to decap a VP back. Games takes too long when you can force a 2vs1 VP situation and the defensive player has no reason to over extend for like 300 VPs or more. To counter it, a contested VP would not count towards the bleed as long as a unit is fighting inside the point. So you would effectively stop the bleed at 1vs2 VP deficit even though you don't manage to neutralise the point, as long as you are able to keep units fighting in the decap zone. In regards to base rushes and defense, that's been an overlooked design problem, specially since WFA were released. There's no reason ATM that OKW has flak defenses (specially when its RNG on teamgames on which type of defenses you will have when paired with OH) and USF having extra MG bunkers on it's circular base. Bunker MG on small maps tend to also protect strategic points which is really stupid IMO. For a future COH3, i would experiment on reducing the amount of MG bunkers or pushing them way further back, so you have a bit more space to maneuver or been able to smoke them to go for a base dive. Or give them little to no AoE suppression so you can try to bait the MG with one squad and let others get in. To counter it, maybe make HQ have a single garrisonable spot for damaged units plus say an LMG (no suppression) model defending it to deter long stays on the inside of the base. In somehow unrelated note, i wonder if the game would benefit from having say +50mp income (350mp) and variable upkeep ratios which goes more aggressively at higher pop values and lesser at lower ones. A crude example would be: 0.5mp between 1-24 pop, 1mp at 25-49, 1.5mp at 50-74 and 2.0mp at 75-100. In: COH2 Gameplay |
Thread: Limit to 1 ALL heavys3 Sep 2020, 22:41 PM
As long as you're down for a lot of buffs to Churchill/KV-1 seen as its now limited to 1, sure Basically. I think in the case of Churchill it could work. KV1 is not a heavy. If that is the case then, Panther/Comets would be considered "heavies" as well. In: COH2 Gameplay |
Thread: Why does 1 vs 1 feel like a big scam? 3 Sep 2020, 22:36 PM
Can you do that in Starcraft? You can only do that a few doctrine back in COH1. I mean that doesn't necessarily means it's better, just a different type of game. SC2 is the extreme of skill requirement and punishing mistakes. If you miss positioning your wall (buildings) and forget to put a unit in hold position (say 1 model in CoH2 been out of cover) you can lose the game. By design, the game can be finished at any moment. In CoH mp is mostly constant and your base has bunkers as defensive tools. Following SC, i'll say we have AoE2. While it's harder and slower to gain advantages over your opponent, been able to recover or make a comeback is slower as well. While natural defenders advantage is slightly higher, i don't think it's nowhere near to COH. Finally i'll say WC3 is closer in relationship with CoH. From defenders advantage to resource acquirement and upkeep. Having key single units which can be focused down (Heroes) makes for comeback possible. I think CoH2 only design problem is not that it lets you have comebacks be accessible but rather than games can drag down for long, specially depending on the design of the map (VP location). In: COH2 Gameplay |
Thread: Comet armor and abilities2 Sep 2020, 17:37 PM
Vet provided is based on unit xp value. Which is independently (though related) to unit cost. I don't think those are generally changed when unit values get adjusted. In: COH2 Balance |
Thread: State of OKW in the meta 1 Sep 2020, 17:59 PM
The original statement started with red cover while the test were done in neutral cover. In: COH2 Balance |
Thread: Why does 1 vs 1 feel like a big scam? 1 Sep 2020, 00:22 AM
I adhere on temporal debuffs for infantry based snares, specially for medium tanks and above, it's just that i would keep a weaker version of the current engine dmg for when tanks are at a lower HP threshold. I think it's sad that the results are too binary, even though we have plenty of criticals which could serve the purpose of a middle ground if reworked. In: COH2 Gameplay |
Thread: Why does 1 vs 1 feel like a big scam? 31 Aug 2020, 18:59 PM
Could had gone for a normal Sherman. OP problems is the equivalent of going triple Panther and complaining that they lose because the opponent went AT guns and infantry based focus army. In: COH2 Gameplay |
Thread: Why does 1 vs 1 feel like a big scam? 31 Aug 2020, 03:14 AM
Plenty of good points had been brought up. To put it simply, mastering the games means finding the balance between been greedy and not making mistakes. I think OP points in general had been addressed overall through different posts. Comebacks are only possible when the winning position makes mistakes or doesn't make use of their resources. Map control doesn't mean shit if you are not using that fuel or munitions to secure the victory. In my opinion the flaw in game design that makes this so is that snares are far too widespread and effective.
While i not necessarily agree with the execution of this, i agree that the current system is a bit too binary and limits manoeuvrability. In my view of how a future CoH3 would look like, i would just take the current system and expand it to be more complex, while retaining the same logics we have now. Those are mines always crit and snares only apply crits based on HP. What i would add, is that different type of vehicles (car, light, med, adv. med, heavy, super heavy) having different crit thresholds and expand on the type and power of effects we currently have. The game currently has plenty of effects but they either see no use, or the difference in effect is minimal or last too short. What i would like: -Engine dmg effects are tone down. Heavy engine dmg takes the current status of engine damage and engine destroy the ones of heavy. This gives you more tools to gradually change the effects on what snares should do and have them apply based on HP. -Re-introduce effects against crew members which are temporal. This way snares are not totally useless as defensive options, cause you could combine the effects of crew + vehicle to obtain the desire result without crippling a vehicle till it manages to get some repairs. Driver, gunner (which are ingame) and commander to differentiate effects between mobility, gun and maybe vision/abilities. -Mines will always apply heavy engine dmg (current engine dmg debuff values). Removing requires full HP, (MAYBE) though at 90% will move it to engine dmg. (MAYBE) Cars are immune to snare crits but instead receive more damage from them, including mines. Lights always receive heavy engine dmg. Mediums at 75% get engine dmg as now and 50% for h. eng. Depending how good heavies are it could be equal or lower. In: COH2 Gameplay |
Thread: Cache Costs28 Aug 2020, 00:18 AM
Multiplayer and campaign utilises different entities most of the time. Might as well say "different" factions. On automatch they are the same whether you play 1v1 or 4v4, which is why you can't have different stats for different modes. In: COH2 Gameplay |
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