you can fire heavy arty on your units. no danger close.
Amazing.
WHYYYYYY would Relic do this? ugh.
It's dumb.
Maybe to stop 4v4 trolls from killing their allies.
But this is indeed super dumb. I can only imagine what terrible gameplay moments this is going to lead to. |
Wait, do all explosive weapons have that 0.1 modifier? |
It seems that the recent patch has almost completely removed friendly fire from grenades. I noticed this when I wanted to suicide one of my HMG teams that got bugged (company of bugs yay!), only to find that my grenades only seemed to do about ~10 damage against my own units. I then did some tests with Rifleman grenades and Grenadier rifle grenades, and both did almost no damage against my own units.
I am fairly certain that this was not the case pre-patch, and it really should be fixed as this just promotes players to walk over their own grenades during an assault with no care in the world.
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Removing shrecks from volks is the best thing happening to coh2 ever. Shrecked vet volks are anti everything units, but now they will have the option for a decent AI upgrade.
removing shrecks from volks would certainly discourage blobing with OKW (which has always been an issue) and encourage using combined arms, which is the best thing this game could ask for.
It's the best thing for 4v4 games maybe. It pretty much wrecks OKW in more competitive gamemodes. |
I think both of your arguments have merit. Forcing OKW to get Puma's will get old quickly, but I agree with Katitof that currently Shreks provide a crutch to allow OKW to do anything it wants instead of relying on the player to make intelligent strategy decisions. So while we do need to come up with some way to get OKW through the mid game by giving it some reliable AT, I think the loss of shreks is probably the best place to start since if places more onus on the OKW player.
Let's assume shreks get removed and come up with a better way to balance the faction. Do we need to improve the Flak HT to provide the OKW a light AT option in Med and a heavy AT option in the Puma in mech?
That's indeed the whole point with panzershrecks. OKW has many specialized anti-infantry units and a crappy AT gun. The panzershreks were the glue that held the faction together and allowed for several different playstyles. I don't see how this was a bad thing.
All of the changes made in the past that led to more variety always improved the game. Nerfing of the call-in meta made a lot more commanders viable for all factions. Removing OKWs resource penalty opened up a lot more strategies for them. Removing shreks will do the opposite of that. |
I don't agree. The threats faced by OKW and Soviets are worlds apart. What early vehicles will Soviets face that can actually threaten their infantry? 222, flamer halftracks, AA halftracks, Panzer 2, 250 halftracks (rare). All of these are countered by the T70, and the T70 is also extremely lethal against infantry and is part of the natural tech progression for Soviets.
OKW don't have a T70 equivalent. All they have to counter light vehicles is the Puma, which is too specialized in AT and does not contribute to your early game army even if you manage to take out the enemies first vehicle. It also leads to an awkward tech path where you can either get your next armor in a reasonable timeframe but you don't get medics, or you get medics and greatly delay your armor.
OKW is going to get pretty unplayable in the balance mod. You can compare the preview patch OKW to the Brits. With Brits, it's AEC or bust. With OKW, it's going to be Puma or bust. But at least going for AEC will make your field presence stronger since it also kills infantry pretty well, going Puma does not, since it has only poor anti-infantry. |
I have a question. Since Relic removed PS from V-Grens, OKW no longer has anti tank infantry any more?
Nope.
But I highly doubt the panzershrek removal is going to make it through the eventual real update. OKW just relies to much on their panzershreks and simply replacing it with panzerfausts will not suffice. |
If there is 1 thing guards are not, it's underpowered.
If you are having trouble using button, try not using it at max range. Vehicles can still more slowly while buttoned and if they reverse out of range, the button will be interrupted. Try closing in a bit with your guards before you active button. |
If the mines could be easily coded where they would always, only take out 50-60% of the squad's total health with 1-2 model losses every time, sure, but nothing in the Attribute Editor makes it that easy. It would need to be new code.
Can't it cause a deathcrit on the model triggering the mine? Or is that not actually a thing that is possible? I don't have any knowledge about the modding tools... |
im actually afraid of stg volks dominating cons
You can drown the volks in a sea of extra buffed T34/76. |