I think the threshold should be reduced to 20%. Medium tank fights will be largely unaffected by random guns exploding
This is my view as well. Not fully repaired vehicles or slightly dmg by other sources get's punished while full 640HP vehicles don't get disabled randomly by 3 shots.
I would go even further and say that i would like the injured crew type of crits be at the 25% HP mark and the heavy ones like main gun destroy push further down the HP bar.
120mm has 100 range. Make Sturmtiger a late-game weapon, a simply troll vehicle. Give it longer reload and worse acc. at longrange.
Don't see where it should be more OP than B4 or other mobile Arty.
Not sure what a mortar has to do with a ST.
B4 is static and get's 1 shot by offmap. B4 is the type of unit that should never be good meta wise.
Other mobile artillery don't nuke vehicles off the map.
Game is asymmetric by design, so the inherent inequality among the different factions makes it difficult for opposite viewpoints to arrive at a mutual set of standards for discussion and judgement.
Add on top of that the axis vs allies theme of the game and it's historical implications and you have a recipe for conflict.
People nowadays can't differentiate between toxic, trolling and griefing. Combined that we live in a snowflake society. There's no such thing as criticism allowed and every type of response is "totally" charged with ill intent.
Im not sure if its exactly a top priority since iirc, someone said that the /miss or hit/ result is determined the moment it leaves the gun barrel rather than upon impact, so it wouldnt really improve the accuracy
For small arm fire, that's true. But ballistic weapons can collide on a miss. If not you would never use attack ground.
Well it depends. CoH2's core are tanks and playing with mediums is a big part of the game and fun. If you push them from ~15 min to ~25-30 min then they don't see much time anymore, especially not if you want two. And even if you get two of them out, at least the second one will barely make a difference anymore since the game can already be decided by the time it rolls out. Game length is mostly defined by the VP tick rate every 4 seconds and sets our standard games to 20-50 mins. And finally infantry play will become more important, which would likely cause a rework of MP economy since you cannot fill up free population with vehicles as quickly. This subject includes way more than just vehicle timings and should be discussed in a separate topic, so I'll leave it at that.
For the time being and to come back to topic I'll leave it at the suggestions that I made with the AEC. Not sure if UKF emplacements are fixable, but if they are it will need more than a few tweaks.
Offtopic. Copying from an older thread.
As far as AEC/Bofor goes:
If you want to nerf the AEC rush, simply increase the research time. The non rush timing would remain practically the same.
As far as Bofor goes, i'll start by making it not non exclusive with AEC tech.