There were a lot of rumors about DoWIII customizability and that there are going to be countless ways to costumize your army. I think (and hope) they are testing it in CoH2. |
Talking about bad luck ey?
Ok, In a single match, I have lost a whole full HP Pfuz with 1 t34/76 hit, in yellow cover. And in the same game my Flak base shot down 2 enemy planes on my Panther. 2 times, right after I've repaired it, the other got shot down and crashed on it again (4v4 steppe). I don't even want to talk about grenades.
This one-shot problem is a pain in the arse for all 4 factions. |
I always assign numbers (Ctrl+NUMBER) to different squads with different roles. for example for OKW I use 1 for sturmpios (repair and AI), 2 for schrekVolk (AT), 3 for Pfuz and volks (long range AI) etc.
this way you can select them in the heat of battle without getting confused (and it's also very good for retreat, specially when you here them shout for arty from the other side of the map). This is also very good for positioning defenses (MGs, ATGs etc.)
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-I agree. ISU often misses, but when it hits, IT HITS. That's why I don't go for expensive infantry like Obers. Stuka is overrated IMO. I does sometimes wipe the hell out of the enemy, but sometimes doesn't kill a single person. Itd need damage consistency, so both you and your enemy know what is going to happen when it hits.
for off-map arty, you can see the marker and your infantry usually warn you.
-I think they can increase the AOE of the shells (for most of these insta-wipers) but reduce the overall damage (they have done the same thing in previous patches though) so that if you have a full HP squad, you don't lose them.
-I think another solution is infantry spacing. right now, models move so close to each other, specially when in cover (you see a 6 man cons squad squeezing in a trench or behind a sandbag) which makes them prone to grenades, arty or even a single t-34 shot (I have lost the entire Pfus squad with a "single" t-34 shot in yellow cover!) |
I have reported this issue back in alpha phase, and nobody cared...
This happens a lot. Squads fall back, even medics start healing them,yet you can not select or reinforce them (still on retreat). |
I think this only happens when the guy carrying the actual model dies. This has to be fixed. |
It is not possible.
And even if it was, it would result in an enormous mess of unit specific stats which invariably would lead to all kinds of exploitation and balance problems.
And making Maxim a more "defensive" weapon is a bit besides the point, because it already survives better than an MG4, so it is infact already a better defensive weapon in that sense (as well as its obvious offensive potential).
See what I mean?
And just to remind people, the Relic request for feedback involves ALL Sov support teams, on the issue of durability, not just Maxim, as seems to be the only feedback point for many posters.
That's the whole balance in CoH1, certain units do different damage to others. That is actually brilliant and is NOT a balance nightmare (IMO). And I think we all agree that CoH1 is the monument of balance! But I think the new engine is not designed to calculate such thing (to simplify the armor calculations). I wish they could somehow implement the old system in CoH2.
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Thanks man. Relic should hire you
looking forward for match history viewer. |
dear god okw is the same as brits.... we are in for a roller coaster ride for balance.
Ooohh no They are not. to be honest, I expected them to be some kind of rip off of the CoH OF, but relic has done a great job. factions are brand new and the mechanics are great. |
Dude these are fantasic. can't wait to see more, and some for western front armies after release. |