So now there is *some* hard data to confirm things already predicted in theory. Axis gets most wins in team games and USF is in need of some help.
LOL@4v4 win ratio!
The scary part is, this is labeled as the top 200 only. The full data (which likely will never be made available to us by Relic) is likely much more scary. |
No more LMG performance nerfs. They are going to be shitty by the time Relic finishes swinging the nerf bat around. From here out, they should be balanced on cost. USF LMG was cost increased and it made me think twice about whether I wanted to upgrade a squad with it. Obviously the 42 is too cheap right now, raise it's cost. The 34 needs to actually have a munitions cost. Correct me if I'm wrong, but obers kar98k is still the most accurate rifle in the game. Lastly, cover needs to be more important. I would recommend relic review the bonuses applied with cover and perhaps increase them.
I would also like to see the bonus accuracy given to ostruppen for being in cover applied to all infantry or perhaps some type of bonus applied to the profile. For example, SMG gets faster reload, rifle gets more accuracy, carbine gets more accurate, bazooka/shrek reloads faster, HMG reloads faster, etc. |
I think the game can be resolved at all levels through more reasonable stats and costs. That's really what makes the axis units so damn strong is their stats are through the roof, making them more efficient.
There is a lot of stupid logic to me with regards to the way some thing were balanced. Like conscripts especially. They now have to get to point blank range for optimum efficiency, but they are carrying long range rifles. Correct me if I'm wrong, but it's it harder to put a bullet in someone with a rifle at close range than say medium range? They don't have bayonetts either. So at long range they fire blanks pretty much. This is just dumb to me. It's ok that better trained infantry are better at long range, but it should be a small margin not a gaping ravine.
These types of things carry on to the armor game as well. I know those of you here who mostly play axis have seen some shreks bounce off an IS2 or maybe an ISU, but for the most part, it's axis tanks that are doing most of the bouncing of AT rounds. The armor game has a lot of fixes and I know Relic doesn't want to do a quantity restriction fix. What they can do is better balance out the pop costs. If allied armor is going to be shitty, then put the pop cost right. T34 isn't very expensive, but you really can't spam them into a proper hoarde. I think the most I've seen are usually for 85's and I've never seen more than 6 from 1 player. That 1 player usually just has a t34 army and no infantry. If we want less heavy tanks then make heavy tanks have a heavier pop impact. Then you don't have players going around owning 3 tiger tanks.
USF needs a lot of changes. I really want to see a standard mine that doesn't require a utility vehicle and 60 mu. There are no infantry mines. These are fundamental things for CoH.
I don't think DLC is needed, but I agree with your points Napalm. 4v4 can be balanced. Absolutes are thrown around this forum/community liberally and I don't agree with a lot of them. |
Sometimes I get this MG and I find it very underwhelming.
- It's not all that great at suppression
- It kills about the same as other hmg
- it costs 40mp more than other hmg's
- It comes late as hell requiring an LT first
I would like to see either a cost reduction or a significant increase to burst length. I see it's damage per bullet is about 3x that of an mg42, but I feel it fails it's job as an HMG with it's burst duration. I see the stats site showing .75 - 1.25 which is super short. Usually when anyone gets an MG it's usually going to be to hold back a horde and I think it's within the benefit of the game to have it do it's job rather than be a higher damage MG. Considering it costs more I would drop damage down to 2x mg42 and increase the burst duration to 1.25 - 1.6 |
I had a sherman trying to get away from some persuing armor and they gave up lol. Order forgetting still there. |
The bugs in this build are getting out of hand. In particular the "forgotten" move orders has to be the worst. Vehicles are literally just randomly stopping when they feel like it. There has always been bugs in this game but the ones in this build are driving me nuts. I would rather roll back to the last patch, then wait for the next iteration in who knows how long. I'd rather deal with the backwards mg than the forgotten move orders. |
maybe that's the downside of getting a toggle, which every other engineer/pioneer in the game does not get? |
The issue with the tigers is the armor being too good or the penetration values of their counters being too low. I had one game where the RNG from hell struck. I had a 57mm waiting for a KT, I timed the activation of AP shells perfectly and got off 3 rounds before the tiger destroyed the at gun. All 3 rounds failed to penetrate, haha. The values on these tanks carry people of lower skill.
The closest anyone has to this as allies is with an IS2. The ISU has a good gun, but it's armor isn't really that good compared to what it's up against. As a result, shitty players who get control of these behemoths end up losing them much faster than if they had played Axis. |
I've been paired with this guy a couple times and it's always the same thing. He gets wtfpwned, then sees his partner doing well and then the chat gets fun with him constantly saying "noob" or "f noob", lol. Too bad there is no way to block people, at least from being on your team.
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I've found a stuart to be even more useful than mines. Just activate that rapid fire ability and fucking chaos hits the target while it's getting pounded on by Jackson. |