As a caster that cast with zoom out for years I can say that yes it helped me see more, but it made my casts worse to watch, for that reason I choose not to use it. If I enable it I'll always end up using it, and then the game doesn't look as good.
I agree 100%.
I have lost interest in recent casts of Coh3 fairly quickly and simply left because it was boring.
Similar with YouTube videos but in these situations I would tend to just click ahead however the result was the same.
The one exception was today watching Siberian because he zoomed in to Coh2 levels.
He also made the point that it is the immersion that makes Coh so good and different from other WW2 RTS and I agree completely.
There are also other issues that make it difficult to see clearly what is going on but hopefully that will be improved in the next 12 months.
Ideally there will be a menu option for what zoom level the player wants, ie standard zoom like coh2 and slightly greater zoom like what coh3 has. I don't want to be adjusting the zoom every match with the scroll button.
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Even if we forget about other units completely, even in a vacuum, I still cant find a single reason why 120mm actually needs its survivability or what its compensated for, that's the point.
Could not agree more.
120mm is Soviet... its survivability is supposed to be good...
Given the changes to sovs over the last couple of years, in particular the boost to conscript durability, as well as the fact that sov late game ( in 1v1 ) is universally considered extremely strong almost to the point of being OP, the argument that soviets need high survivability to offset other weakness no longer hold true.
Most people are simply asking for retreat to be removed so pressure can be applied and rewarded though good counter play as opposed to the current situation where the best outcome is to chase the unit off with maybe 1 or 2 model drops. |
Is it cancer on smaller maps? Yes. Definitely.
Is it OP? No.
Being cancer does not make it OP. Lots of things are cancerous. 222 spam vs USF on map like Steppes in 3v3. Especially if you're fighting up top. Wide open space, no cover, no angles. USF stands no chance. Or maybe kubel spam on the same map. Also no chance for USF. Path spam with scotts is quite cancerous to play against. Still not OP. Neither a 222 spam on large open maps, neither a kubel spam, neither a paths spam. What else is cancerous? IS 152 on lane maps. Not OP. Cancer. Solution is clear, dont blob and plan attacks or react with an elefant/jagd. Same jagd and elefants are cancer on maps like redball. Perfect 3 lanes to nullify the lack of turret. Or maybe on redball the perfect undestructible sight/shot blocker on mid that the Sturmtiger can lob a nuke over? Or maybe as OKW going vs a maxim spam on lane-y maps. Or as USF going against am MG42 spam in buildings? Or maybeeeee. Play the Hamburger Port on top spawn... AND fighting for the bottom fuel. Worst map design ever. More cancer? Arranged team where one player is spamming calliopes and ranger zooks. Not OP but a dick move nontheless.
Got any more cancer BUT not OP scenarios? Anyone?
Pak43 on some maps is cancer. On [most] others a useless shitstain.
Feel free to add any more cancer stuff.
Point is... Sure. 120mm is cancerous but that's due to some maps rather than the unit itself. Problem is that you need to invest more nerves in dealing with it and hence the perception of OPness. On small 1v1 maps it can be camped outside, close to base and cover lots of middle ground....like Leig and pak howi... Of course, pak howi has a narrow firing arc, hence it needs to reposition itself often, losing a lot of "shelling time". 120mm has a great arc so it can continuously fire. If you further nerf it, it becomes useless in teamgames. In a 1v1 its probably best to invest in one werfer/stuka and try to sneak in one squad to finish it off if the rockets dont.
Seriously, your argument is other stuff is cancer so 120 can be cancer too. Ridiculous.
The idea that I have to tech to T4 to get a werfer to counter a 2CP unit also ridiculous.
The unit needs to be more fragile if its going to have longer range, simple logic. A unit can be OP if it cannot be killed, also simple logic.
How can a unit possibly be considered balanced if the opposing player can't produce an effective counter untill 30 + minutes and even then with little chance of actually disabling it permanently.
It simply needs to be adjusted like the AT guns were so that real damage can be dealt when pressured.
To say that further nerfs would make the unit worthless is just hysteria. |
The issue with the 120 lies with 1v1 and the size of the maps.
Most people who have dismissed the issue in this thread are either a team player, a casual observer or no longer playing, a soviet fanboy just taking the piss, or someone who doesn't even play sov or axis and therefore has no business commenting at all.
Furthermore, most of the debate continues to focus of how shit the accuracy of the 120 is and not the problem that on smaller maps the unit is simply unkillable. Not survivable, but completely unkillable.
The cancer level goes up if the sov player decides to go 2 x 120. ( Note : when I say cancer I mean unenjoyable not batshit OP ).
As to the argument that the accuracy of the 120 is so bad that it is ineffective, I have to disagree. If enough games are played to observe the 120 properly then it is obvious that the 120 does consistent damage to any units in the impact radius thereby forcing a retreat to be healed or the next engagement is an auto lose. This problem is exacerbated further as the game proceeds and the 120 just continually bombards the VP safe behind SOV lategame defences. Add to this zis guns or katyusha constantly bombarding as well and all thats left is an unenjoyable cancerous shitshow of a game.
Unfortunately campy stagnant play where the player just digs in and bombards the opponent to death seems to be a growing trend over the past couple of years, but I guess that's the influence of the 4v4 crowed.
It just needs to be killable when flanked or counter bombarded.
Final Note : I have no issue with this unit countering stagnant campy play, so to the entitled smartarses that want to make juvenile comments about gren blobs or mg spam, stop wasting your time cause your entirely off the mark with your assumptions,
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I am sick to fucking death of this POS unit.
Every fucking game vs sov is the same, constantly being bombarded for almost the entirety of the game because its virtually unkillable. The only time you will kill this POS is if the opposing player goes afk.
It is absolute cancer ( in a faction that is overflowing with cheese and cancer ) and simply reinforces shitting campy playstyle with the game just dragging on way longer than it needs.
To those that say it is balanced for the price, I would say that is bullshit because it forces the axis player to constantly move any unit in range or risk major damage or wipe, whilest at the same time the 120 can remain stationary just outside base or even in base on some maps.
A unit does not have to be killing shit left and right to be OP. If it requires virtually no micro and is almost unkillable then it is OP or at the very least cancer.
Balance team really need to take their heads out of their arses and consider if changes to a unit will make the game unenjoyable because it was blatantly OBVIOUS that any improvement to the 120 would make it cancer.
Finally those that want to disagree and say its not that strong then why is it in every fucking game.... |
Well, that's what happens when the team that is in charge of the balance has it's own closed ecosystem. The balance is a simple circlejerk in that closed little ecosystem. Hence why 90% of good suggestions on these forums go ignored and the stuff that gets changed is mostly from the 1v1 scene input. I don't think anyone even goes through the Steam forums, and for a good reason... there's some heavily retarded stuff getting posted there. Brain cell-killing threads.
So the game is pretty much being balanced around the 1v1 symmetry.
You can't fault them though. Maintaining an assymetrical balance is downright impossible as the 1v1 "Pro" players need the game to be as symmetrical as it can so that the "skill" part is only down to the player and not the faction counters
1V1 symmetry has nothing to do with changes that have been made. Is has been blatantly obvious for a couple of years that they are trying to balance all modes which has in turn created 5 almost identical factions. This is either due to the limitations placed on the balance team by relic or the fact that trying to balance large team games and retaining asymmetrical is virtually impossible.
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Pgrens are not really that big an issue.
On certain maps they can synergize extremely well with Ostuppen and there is no way to stop them arriving at 3.30. They can also work well with double mg, double pio but this is a more risky strat because flanked mgs have to retreat where as Ostruppen can stall. They also work well on certain maps but that can be said about all factions. They can also create perfect storm situations if by chance the ost player makes perfect positioning decisions but that is rare.
The other thing to consider is some allied players will make teching decisions that they shouldn't when it is obvious that pgren rush is in play. For example going 3 cons into T2 and then getting a maxim and a zis gun is not putting any pressure on ost map control or actively countering a fast pgren.
I think once Ostruppen get nerfed, there will be a knock on effect where pgren shock value is reduced.
Personally I think the biggest issue is the bundle grenade, so easy to get cheesy wipes. I would like to see that moved to vet or even replaced with a standard nade. |
Aaand thread.
A big problem with the ostroppen t2 rush is that combined with your starting squad, you can have 2 squads capping from 1 second into the game and another building. Add em to t0 and have em build- they may even be in order for some nerf roll backs then to return them closer to their manpower effecient defenders role
You do realize struppen have 20 sec cooldown when the game starts.
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I voted for call-in with T1 requirement.
- Osttruppen and Assault Grenadiers require T1 built before they can be called in.
This is the best solution because it doesn't over complicate things and you know exactly what the delay will be regardless of the build.
Adding to big a cooldown or making them buildable from T0 will simply kill the strat.
The bigger issue however is that on certain maps against certain factions Ost struggles to get a decent foothold on the map without using struppen /assgrens, which then can have the knockon effect of being on the backfoot for the rest of the game.
For ex vs Soviets on crossroads, without struppen the ost player is almost assured of being pushed of the map at some stage in the first 5 minutes.
Or Vs brits on crossing, almost impossible to stop brits getting to AC.
TBH I dont think struppen can be properly adjusted without balancing ost to be fully viable without any commander support, but that is perhaps to big a challenge. |
This is not true if both players play equally well, and it showed even during the recent WC. SOV has better manpower economy, but not late game tools to really capitalize on that. Your statement would be true if SOV could for example use this to eventually build an equivalent to Brummy or Panther and really start bullying the opponent in some department. If the game drags for long enough without any decisive engagements, Axis can just stall the game with AT guns and wait for proper late game tech, which is something SOV has trouble answering again.
I am talking 1v1 perspective where sov late game is extremely strong. |