Ostheer mortar
Ostheer mortar halftrack
OKW Leig
These non-heavy fuel investments artys stand NO CHANCE against 120mm. You have to rush werfer or stuka (or even lock yourself into a doctrine with LeFH (easily counterable with offmaps)) and even then, the thing can escape with *1 MAN ALIVE* in a 6-men crew. Can even self spot...
I propose that 120mm costs fuel, make it a serious investment because right now its a no brainer to go 2x120mm on certain heavily favoured maps. You wanna have arty supremacy or wanna rush crutch T70? But not both, it even comes in VERY VERY good doctrines with shocks, DshKs, or guards, come on.
just move your indirect once the barrage begins. the barrage time between shots is pretty dang long.
all 3 of those can just move out of the way, 1 wont even take bleed if hit, just repair time. |
Thread: RK 43 4 May 2021, 16:19 PM
The Reketen is both a bad AT gun and a good Schreck squad, not a proper AT gun. As such, it has all the same problems of Schreck squads when used in that fashion. A-move into allied armor, retreat away after snapping the shot. It comes with all the bleed issues of Schreck squads too, high RA and sometimes just eats a tank shell. Its not uncommon to see 2-3 blobed Raketens.
Kinda makes sense, as the Reketen literally launches Schreck rockets. |
Stealth IS normalized. There is effectively 2 forms of stealth, given to 2 different types of units. Static stealth is given to ranged 'recon' troops. Falls, pathfinders, and JLIs are the best examples. Moving stealth is given to SMG ambush troops. Stormtroopers, Commandos, Partibois. The exception is Snipers, but Snipers are effectively ranged ambush troops; snipers are weird. The level of stealth is dependent on what the unit needs to do its job. SMG ambush troops need to get on top of the enemy. They MUST get close, so they get moving stealth so they CAN get close. Other SMG units tend to have other tools for the same shtick; smoke, armor, rollerskates. Ranged stealth troops are for scouting and picking good fights.
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I will tell you a thing its been there for the reason to counter SPG since Coh2 existed but just guy named skippy and the allied fanbois complained its brainded and boom its gone.
CB isnt a SPG counter in any real way, its massive bonus damage, accuracy into FoW, lack of micro, and how much it hurt low level vs high level players was incredibly problematic. Discounting its weird FoW tracking. I have the math if you want it. The new howi abilities look really nice. |
I noticed the Universal Carrier no longer costs 5 fuel on the test patch. Not sure if the change was intended or a bug. Would make the 221's life much harder imo if it didn't cost fuel.
Ive just started really playing 2v2 aggressively, what's the UKF solution to early 221s? |
Besides further homogenisation of factions that a lot of people already complain about;
Everything major that gets changed will have ripple effects. When RE got snares and it was finally no longer possible to park light vehicles on top of UKF infantry without consequence, the faction turned OP almost overnight and needed some significant nerfs in other areas to compensate. For example, if you'd add a snare to Infantry Sections, the AEC would become significantly less mandatory, and that would very likely in turn significantly speed up their tank timing. They have the cheapest tank tech of any faction, this is balanced only by requiring to get some side techs along the way. So yes, big changes like adding snares to a mainline or adding stock rocket arty would definitely require more reworks and rebalancing down the line. It's never simple.
Id suggest just bake in a bunch of the side techs. Bolster has always been a problem child, the AEC and Bofors side techs are weird. Maybe unify them instead of 1 side tech for 1 unit. That would remove competely skipping in team games. Unless that quick tank skip is intentional. |
Id personally just remove caches period. Go push if you want more resources. Also either remove or adjust the power of dedicated respurce points so holding both fuel isnt game ending.
I doubt Relic would approve such a change. |
The muni cost for the Strafing Support also needs to be increased to 225. P-47, CAS and Strafing Support Need to cost the same. Maybe it was already done- haven't had the time to check the notes again.
It was mentioned and not changed due to plane count. Lower impact, less planes. |
Land Matress severely punish campy players and playstyle, for only 50ish fuel. Rocket arty for 50 fuel able to deny an area around medic truck for a long time.
It denies for 14 seconds with all the worst damage saturation/ second stats of any rocket arty. As i posted earlier, Land Mattress is not shock rocket arty, its area denial. Basically a bad Sexton. You need 2 to do the work of 1 normal shock rocket arty. It also has really weak AoE on its rockets, compared to the super powerful Calliope rockets.
Low mobilty, low survivability, 140 second shared barrage cd (longest by 20 seconds), 10 pop. The LM just needs some TLC. Either cut price&pop, lower cooldown, lower min range and expand max range, tighten max scatter, increase rocket AoE,or decouple WP from the rocket barrage. All of these are good levers. If the balance team can give me some target set points they want i can math them a better land mattress. |
Continued Wishlist:
Priest:
Calliope: 380/115
Priest: 480/115
Is that not ridiculous price differential to anyone else? They are even the same pop (15)
The Priest has some INCREDIBLE statistics, I think its pretty dang good. It has the best FoW targeted shelling period thanks to 1.25 FoW mod and its great AoE damage statistics. With 180 base range it can pretty consistently shell out any enemy howitzers ( they normally aren't at full 250 to front line) and pretty much any base. The Priest is just very good, even with such high pop cost.
Are you saying the Calliope is too cheap or the Priest too expensive? |