General Information
Register Time: 27 Dec 2013, 16:54 PM
Last Visit Time: 28 Mar 2024, 23:06 PM
Website: https://shaderweb.com/en
Residence: Iran, Islamic Republic Of
Nationality: Iran, Islamic Republic Of
Timezone: Asia/Tehran
Game Name: <HOJAT>RMMLz
They were doing a nominal amount of additional damage and were still fragile as a Garden. Factions/fanboyisms aside it reminds me of the T34 "accidental reload speed buff" that made the unit slightly more powerful and more desirable which meant an instant nerf.
Well in that period, CE spam was powerful. Imagine 3-4 CE squads which can be upgraded with flamers as the game scales, can repair, plant demos and mines etc. They were fragile but very cheap to build and maintain. It's funny that they were what Soviet line infantry should be (scale well, cheap, weapon upgrade).
That's why it's called HARD CHALLENGE dude. It is doable, but very hard. When you spot Cons, just reverse back (Keyboard: U) no matter what. This is called Kiting, do damage, go back, do damage, go back.
There is also no SIDE ARMOR in CoH2, keep that in mind.
Do not go for KV-2, try to clear flanks and vet up until you are vet2, repair and go for it.
It's very hard, but not impossible. Need patience.
I think I've read a post from one of COH2.ORG staff (Inverse I think) which was about the engine being old and some stuff like that. It seems that certain aspects of UI (like Tactical Map) are nearly impossible to change (well, not impossible, too much resource intensive, thus unlikely).
But anyway, I would suggest UI elements which would influence gameplay as top priorities. Changes like:
- MG/Raketten positioning in garrisoned buildings.
- Bug fixes (sometimes it appears that the UI is not responsive).
- Improved sound ques (sometimes, units do now give you warnings as they should, so you'll lose your precious squad with a nade)
- Customizable keys.
- Tactical map improvements.
Some other changes which would be nice IMO:
- Smaller UI elements
- Removing unit description from the UI and swapping it with Kill indicator. The description is useless.
I had a lot more in mind, but I can only remember these at the moment.
PS: Do you think it's likely to see UI changes? I don't know...
Damage is fine, the problem is when the blobber sees the flares, their either retreat to a forward position and come back (USF/OWK) in no time, or they simply move out of it's AOE and you end up with 0 muni.