THe Ost player will spam shocks? That is a typo man come on. Sheck
Gren blobs will get lmgs just fine without ammo conversion. The problem is no that the Grnds get the LMGs but that they get the LMG faster (to fast), and the OST can still spam, Call-in, Mines, grands, and Shreck. This is the problem.
The problem is, like someone already stated, the immediate fuel to ammo transfer.getting the ammo at all in a faster fashion is the problem, and why this is a problem i have just stated.
Apart from this, riflemen blobs is about everything I have ever seen from USF players. Do they have some ammo conversion that pushes them to blobs as well? [b]One USF is not apart of this topic, but just to make a point like i said, if the OST player spams LMGS then they shouldn't have ammo to do other things, like every USF player who spams. Blobing is bad no mater which side dose it. These are other issues for another topic
Ah the conversion ruins the entire game? Sure thing, sounds solid. A normal person would take this as sarcasm, me on the other had see this as hope. I will now pray to RN Jesus that you see the light
Blobbing is of course what every Ost player does.. All factions can bolb end of story. Just as many allies players bolb as axis. the only difference is that axis can get away with it better, and more often. Again this is not the point of this thread. If you want to continue this debate we can make a new one.
The last part makes absolutely no sense. You are acting like CAS is ruining the entire game and making Ostheer super duper op.Plz read OP then the other posts, then my post
It seems you have forgotten the fact that CAS was nerfed pretty harshly a few patches ago.you lost 30 ammo (150 to 120) on the conversion, and your straffs had a 1 sec or so wind up time. Huge nerf
The strafes come in way later, it is easy to dodge them now, even with your infantry.Again please read what i said about the straff.
The only thing that is annoying about CAS is the way the transfer goes. It should be a gradual transfer, not an immediate one, Like i said it promotes bad game play (blobing), and if conversion cant be change to not promote blobing then it needs to go. This is my position on any commander ability be it allies or axies.
Stop acting like one doctrine is destroying the entire game, it isn't xd. if you had seen what i described in the OP you would under stand why this needs to be change. And yes anything that promotes bolding is ruining the game in my eyes, and needs to go. IF you like bolbing (this is a general statement not aimed at you) you need to play Starcraft, or Act of Aggression. Not CoH 2.
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This is the best idea I've read so far, it'd make CAS take more planning and wouldn't hurt Osttruppen Doctrine much.
The only problem is that it still promotes blobing. This would work if the ability only gave 60 ammo (fuel cost would be lower), or the conversion had a really high cool down like 60 sec to 120 sec. Again if you just give the OST player a lot of ammo he will bolb grends and shocks (the problem, and what COH2 player said they don't want in this game). Remember it's not the straff that are the problem anymore, and in fact if CAS didn't have the convesion in it the commander would be balanced (Granded no use, just like NKVD for the some reason of having nothing but ammo abilities). It is the conversion that that ruins the game. The blobing is what needs to stop, and the only way to do this with CAS is to slow down the ammo income enough to were the OST needs something else to deal with problem, rather then just using blobs with upgrades and straffs. The problem with CAS is the same problem Windustry had when it first came out. The doctrine its self was fine on paper till it met the faction. For the soviets it was fast t70s, for CAS it is the blobs. I am sorry to say it but CAS just may need to die like Windistry, I would like it not to but I see no other way than changing the OST faction as a whole. Which is not going to happen. |
+1 |
Just make it a passive like industry should of been. allow the player to turn it off and on, and instead of manpower income, fuel income is what takes the hit.
AS for the Ostrupen commander i have no problem with the conversion staying the same in this commander. Ostrrupen commander don't have straffs to make up for even weakness of a bolb army, anyway. |
Yes another CAS thread and NO CAS is not OP but CAS promotes bad game play. The problem Ammo conversion. I played two games today with a guys and all he did was blob and us CAS.
Both games were 2v2s. The first game I was playing OKW and he made nothing but Pioneers and PG, and because he had CAS he just gave all of them flamers, sherks for the PG. Anytime he came to something he couldn't deal with or wanted to win a fight he used straff. Never made one vehicle. He was playing against a USF player and i had the Soviet. he walk all over him. There was nothing the USF could do. he made a stuart and MGs, but still got over whelmed.
Then the second game that I played against him as soviets he was again playing aginst the USF team mate of min. This time he blobed grends, and at the beginning the USF player got a AA half track and was holding off the bolb. Then he added a pak to the Grend bolb and then nothing could stop the blob.
This gets back to why Ammo conversion need to just go. This ability dose nothing but promote blobing, in a faction that was made with the idea that there upgrade are powerful, and there for expensive. That and the only reason why CAS was OP was because of the conversion. Just replace the conversion with flame straf, or med brop, or even supply drop. Just get rid of conversion. At the end of the day CAS is not a 1v1 commander and in team games dose nothing but promotes blobs in team games. |
Agreed 100%. It's unnecessary micro that promotes blobbing all your troops together. I don't like playing USF much because of this exact reason.
I like the idea of making it like the Opel Blitz except with aura healing. I'd say medic healing, but afaik there's no way to 'pack up' the medics and it'd look weird if they all just suddenly drop dead when you move the truck.
Here's a mock up because I've got nothing better to do:
I want. +1 |
Keep Mechanized Half-Track where it is, but replace it with the AA Campaign version. A solid M3 Half-Track (normal health and armour, not the paper version we have now) with Cavalry Riflemen.
+1 |
Now thats fair.
Yap, i think everything else is ok for the OKW |
There are only three changes I would like to see with OKW.
1. Kuble not getting road speed. I hate it so much on some maps when this dam things is at a cut off before your first unit. Even a rushed RE from USF will not beat a kuble to the point.
2. The Medic HQ can't research forward retreat point until another truck is placed and finished building. This is more for team games, which is all I play and this ability on a hard to kill building no less coming out in the first 5 min of the game, runes a lot of map. It lets the OKW player get away with retrating and being back in like 3 mins full health and ready to go again. While everyone else has to go back to base. USF doesn't get there shitter forward retreat point till major tier, so OKW should have to wait to.
3. Last and not least (this is more of a mechanic thing then OKW thing, just they have more units with it) no dam clocking alien bull shit tech on any unit. I mean any JP, Falls, Zis-gun, Stormtroops, JL. Even sniper i don't think should be able to clock with out moving to new cover. JP if nothing else should lose it after the first attack or be rooted for some time to use this ability. |
Hey, i made similar thread months ago. (Example: http://www.coh2.org/topic/32191/vet-abilities--penals--zeal links to the other threads)
Molotov: increase DoT or debuff the unit caught inside a molotov
DShK AP Rounds:
If my dig in files is correct, MG42 AP rounds gets 2x damage (from 4 to 8), 0.5 reload and +9 penetration across the board (11.2/10.8/10.4).
Dshk get simple a 3x penetration. Damage is 10 but pen is (4.5/3.0/1.5 x3) so 13.5/9/4.5
Increasing penetration at long range would "fix it". If you want to mimic it, i guess a 50% increase RoF (still slower than MG42) would almost make it equal (accounting for the 2damage difference).
Tracking: i'll prefer a rollback on the nerf (we have Take aim! which is basically the same principle but better). With your proposed change, you'll want something similar to Armor vehicle detection. Just make it damn cheap.
Personal options
Su 85 - Ambush attack: Cammo but stucks* the TD in position. Increase pen and damage by 50%. 45muni
*A different approach to the JPIV alien cloak capabilities.
KV1 - Vet2 change: replace actual vet2 (+35% weapon rotation speed, -30% reload) with Panthers vet2 (+10% armour +20% health, +40% weapon rotation speed)
KV2 - Bunker busting: Brummbar vet ability
KV8 - Saturation fire: for some brief moment, the main gun fires like Croc flamer. Dealing and leaving DoT on a zone.
IS2 - Inspire: infantry around the IS2 get a RA and accuracy buff. IS2 moves and shoots slower.
T34s - Ram rework:
-Remove the tiny chance to generate main gun destroy on the target tank
-Remove the chance to generate immobilize on target tank
-Stun on both tanks remain the same
-T34 now gets engine damage and main gun destroy
or
-T34 now get heavy engine damage and the possibility of the following crits: main gun destroy, immobilize or main gun "stuck" (aim shot crit)
+1 like them all |