Why have bundle grenades been nerfed but penal satchels been left unchanged. I am not advocating any grenades/satchels should destroy buildings, rather the opposite. But penal special snowflake status is getting boring.
Countering penals takes far more micro as ostheer than necessary, mainly in that if you get distracted or misclick or are slightly slow on reacting then your squads can be wiped. A soviet player on the other hand basically only has to avoid mgs and not loose his cut off, because they will win every other engagement.
Penals are still braindead troll build, where abilities/upgrades require no tech, just do it when necessary cause its cheap and soviets swim in munis.
I find it hypocritical that so many other abilities have been nerfed ( mostly for the better ) but penals just remain somehow separate just because they are more expensive and require t1 ( like ostheer ). I would far prefer that sov t1 is built quicker or penals are built quicker or cost less and be less bs.
Edit : Or make penals more expensive but t1 cheaper so that the sov player can only build one or two.
It just seems that the mod team is soviet favoured to me, on this issue at least. |
Sigh... Can we leave Mortars alone guys? Seeing people argue for making Infantry more resistant to Mortars is really depressing... No matter what side it is. AOE for Mortars have already took a pounding throughout the years and you even have squads more spaced out now. Enough is enough... Accept that random squad wipes just happen and move on.
Leig supression.
Usf mortar
Sov precision shot.
Sov 120mm.
All cancer, and you cry about the injustice of mortars being nerfed.
I don't know whether to cry or laugh at the obscenity of your post. |
No. Please. Stop this madness.
A DshK is a 12.7 mm machine gun. It should suppress and do a ton of damage. Do not nerf it. Add a CP or something, but ffs, a vickers or an mg42 shouldn't have shit on a DshK or an M2.
Force teching for the m4c. Fix the call in meta. That's it.
Someone made a mod (probably miragefla) where units were cheaper when relevant tech buildings were built but the option to call in units without tech remained an option albeit an expensive one.
Dshk should be good, but not so good that tech can be skipped.
Personally i don't think the commander is batshit broken or even moderately op, but it is very easy to use and the fact that i see it often is becoming tedious.
I also have not played someone of my ability or better who has used this strat so my views are somewhat flawed. |
Last community maps are winners of Tric map contests. It means, that they were added as best of the suggested maps. For example threads about Westwall or Halbe was created in july 2016, so you have enough time to gave your feedback before maps were added to the game.
Also, iirc, there was a special thread for feedback after maps were added to the game.
Situation with Relic's maps is different since Relic's mapmakers not visiting .org or even doesn't work in Relic anymore
IIRC, more than just the winners were added..
Secondly, and this is with the wisdom of hindsight, there would have been less drama had the maps been put to a poll for the community to judge the winners.
Thirdly, mapmakers only take the advice that suits them. This is largely due to the fact they have their own vision or idea and often struggle to take opposing views seriously. In reality, the original map maker just probably step aside and allow another map make to make changes based upon community input (preferably from players who play multiple factions ) |
I agree with semoisky summer, and maybe winter imo. Minsk as well but not with road to kharkov. While the narrow map does limit flanking, and certain garrisons are absolutely overpowered with MGs in them, this map is infinitly worse in 2v2 pool. Personally Halbe is one of my favorite maps. It has major glaring issues like massive red cover roads which make light vehicles super potent and few shot blockers which make wide arc MGs amazing. Snipers are difficult to flank as well, but what I love the most about it is how it is almost symmetrical, which makes for a more balanced game (and highlights faction flaws). I'd love for another map similar to it with more shot/sight blockers and no massive strips of red cover.
Side note: Roads are an issue. Perticularly if your opponet gets snared by AT nade, mine etc and they're on a road, their vehicle moves faster than infantry can move to follow up with another snare even when their vehicle is already crippled! That's annoying as hell.
You must be kidding. Halbe is atrocious.
It is too small to start with, making indirect fire a real pain in the arse. Mgs are easily accounted for with morters and or smoke. It is plain in the extreme with almost no interesting features making it utterly boring. There are multiple trees that obscure the players view in general and there are also blind spots where points are obscured by trees so you have to rotate the camera incase demos are hiding.
It is extremely cramped in certain areas allowing for CQ units to hold a bottle neck. The entry to the bases also feels particularly awkward. Penals in amongst the trees are a freaking nightmare to deal with in general because they can position anywhere, where as grens must stay at max distance and tanks are easy targets for at satchels..
No, Halbe is god awful and i cannot wait for it to be removed...
I don't think the level of symmetry you desire is necessary in coh2, although a few maps that are utterly unsymmetrical are quite bad, eg semosky,. |
I'm getting stutters during the game, yeah. Sometimes especially during the beginning of the game, they may happen more often then.
I have very similar issues. I also find unit control slips as game goes on, I have trouble selecting units especially on tack map and trying to use med kits as ostheer is a huge exercise in frustration due to problems with selecting the button and then the unit.
Could be hardware issue on my end, not sure.
Just left a game against a korean after five minutes cause whole game just seemed sluggish.
Sigh, balance issues seem so distant when dealing with shit like this.....
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Until you nerf the brit morter pit into F**king oblivion very little you do means anything to me, and thats not to say you not doing good work. But morter pit on some maps is just beyond frustrating..... |
this unit being unseen on vonivan's streams is already an indicator.
Maxim is good but only for axis.
It have been overall weaker than any mg in the game even pre patch. Mainly bcs it is becoming useless vs infantry midgame and after. Now its useless early game too. Some $hithead sugested to fix maxim and they surely did it. dead game.
Maxim was a giant cancer on this game and only selfish retards wanted it in the game. Relic either have a warped vision for this game or have simply no idea how to fix it ( maxims that is ). Either way the mods are doing what they can to improve the situation and i am sure they will get there if allowed by relic.
I am glad maxim spam is finally dead. |
Good luck with aiming a smoke shot, FYI it isn't like Combat Blitz
I stand corrected. I did not fully understand how smoke operates on cromwells. I have a real hatred of brits as a faction and the way relic fucked this game with their design so I can at times be biased and uninformed.
My issue is more with the AEC than the cromwell. I am not advocating the removal of smoke, simply move it to vet 1 or 2. The Aec is almost impossible to kill when it arrives unless the brit player is a retard. The only reliable way I can see is pgren with schreck in a clown car or teller mines,thats it. The Aec's speed makes it hard to faust if microed properly and packs will only keep it away from a small portion of the map ( don't even get me started on infiltration commandos countering packs )
So why does it need smoke from the get go.
As to the argument that brits need something to compensate for their early weak game, well that is debatable. Granted brits have some early weaknesses but with the changes to AC and sniper I don't think they are as bad anymore. In fact, if brits camp 1/3 of the map and lay a mine or 2 then they can repell most attacks.
You realize that axis tanks get that smoke discharged ability in like 3/4 of their doctrines right? It's way faster than the smoke shell and "rewards bad play" much more.
Smoke is in 6 out of 21 doctrines. I would also point out that brit late game is much stronger than Ost so errors are far more fatal for ost than brits. It is easier to accuse your opponent of bad play when you have better tanks etc etc. |
APRIL 25th UPDATE
Cromwell
We have found find that the Cromwell's ability crush models is far too potent. To help reduce this potency we are reducing the unit's rotation rate. However, to allow the Cromwell to retain the feel a higher-than-average mobility, we are compensating with an increased turret rotation rate.
Secondary to these changes, we are adjusting several other attributes of the Cromwell to bring its cost-efficiency in line with other tanks of its callibre.
Finally, to partly offset a weak British early game, we are giving Cromwells default access to smoke shells.
Smoke shell available at Vet0, but with a 15 second cooldown
Veterancy1 reverts smoke shell cooldown to 10 seconds
I really cannot see why smoke is necessary at vet 0. In my experience it rewards bad play,
ie overextending, not planting defensive mines, not supporting cromwell with at guns. So often I see brits yolo around with AEC (expect same from cromwells soon), drive straight into pack wall etc and then shit themselves, pop smoke and piss off back to safely.
IMHO brits need to screw up to loose AEC or cromwell when they first hit field and smoke is now an added safeguard.
Although, i do find lag being a crucial factor too on many occasions. |