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
It's not that they shouldn't get ti it's that they don't need it. Hell I don't see why you would want it a Tier 0 because the last thing the USF wants is to be digging in and defending in early game. You want to keep raiding and harassing sending your opponent on wild goose chases and being a nuisance... a fair fight you don't want. A static map you don't want. If you want that you play Germany or Soviets.
You're right, that's the best way to play as USF (Shock and Awe they call it in real life) just push push and push. My point is, if you are able to bring a cheap MG and just put it inside a building behind your lines, there is zero chance for the Axis player to have a comeback, specially if you don't bleed MP. So simply put, they should not have it, and they don't very much need it as you say.
Note that I'm talking about smaller games, imagine T0 MG for USF in a 4v4 game.
I'm not 100% positive about it being documented, but I think they somewhat mentioned it when they claimed that they have reduced the input delay (in-game lag). I remember one of streamers raged while he canceled his Infatrie Kompanie and it got destroyed (I think it was Luvnest).
Many many months ago I encountered something like that with Soviets, I wish I had the video. I ordered my Engis to build T2 (support weapon kompanya or whatever its name is), Engis moved to the location and the "building's ghost" appeared, but they did not build the goddamn building and I could not build another T2 building. This is weird as FUCK because the the Fuel and MP prices was also given, so I had to build T1 (pay again). then build T4 but the game ended and I lost. Simple as that.
The mortar is 400mp thus limiting unit build early game, I just use scout car harassment. The only way to deal with them at the moment is to kite and flank it, the unit is OP on certain maps.
-Again, being expensive does not justify over-performance. By the same logic we can say Obers are 400, why nerf them? Or Ostheer's panther is very very expensive (considering teching) so it should have Blitz-thethefuck-out of every combat situation. Or we can say Stuka CAS (Lightning War) is perfectly fine since it's 200 muni. But these are all examples of units (and abilities) which are over-performing despite being expensive. If the mortar is to be nerfed, they should definitely lower its cost.
-In smaller games (1s and 2s) you can't simply "kite and flank it". It has 6 men and can retreat with only one, and in some very small maps (Langres for instance) it cover half of the map when positioned inside the base so going for enemy's cut-off is out of the table.
-Most people use 120 with Guards, good luck harassing it with SC.
When you suggest something you need to provide reasons and thought process. Why they hell USF needs more early game fire power, specially suppression. Rifles and M20 rush REKS everything already in hands of a good player.
M2HB is not the best MG, but USF should not have "T0 cheap suppression unit" at all.
It still causes ridiculous insta-wipes, so as long as the infantry clumping isn't fixed, I don't wanna see any buffs on this thing. If the probability of wipes is greatly reduced, it could be tweaked in a way to be a more "normal" indirect fire as you call it.
Anyway I agree with CadianGuardsman, and Pack Howi is great for countering OKW's bases and Ostheer's bunkers and PAK-WALL. IMO the main issue is the performance of Captain's tier as a whole.
I have to disagree with formations choosing option. That would mean crazy micro added on a game that is already micro intensive. Think about it, you'll have to change formations for every situation. The solution is far more simple, Relic should solve the spacing problem, while not ruining cover optimal positioning.
I don't think this would be such a big deal, someone solved this through a mode.
Well, it's just some piece of thought and we are not gonna have something like this in the game. But just for clarification, adding more micro-demanding mechanics to the game is not a bad thing. If someone is skilled enough, they will be rewarded. And besides, what I have in mind is not micro demanding that much. Just two options for each squad, Tight Formation (just like what we have and Loose or Spread Formation (something like we had before). They've made the current changes to make it easier for larger squads (mostly Allies) to use cover which is a good thing early in the game when there are no 120s, Katys and Stukas.
This is pointless anyway, no reason to discuss this.
The 120 soviet mortar it's a verry powerful weapon. Soviets it's now easy mode taking OKW's place, with the condition for the player to have enough experience to know what to do.
Having these said, I don't realy think 120 mortar is OP. The only thing that really bothers me at it, is that one man left retreat bullshit. That shouldn't be. Fix that and the weapon it's ok, these are my 2 cents. It's not a cheap weapon.
Being expensive doesn't justify over performance.. The problem with 120mm is mainly due to infantry clumping (duh!) both in and out of cover and the one man operator as you said. I have no problem with it hard countering support weapons, but damn those 1 shot infantry wipes are just terrible specially if you don't blob.
PS:
Some games have "Infantry formation options". I wish we had that in CoH, so you can simply order the squad to change their formation (V, line, Crystal, etc.). Hell, even simple infantry spacing modes can be great (And as far as I know, it's easy to implement and Cruzz did that). Just a simple button to let you change the spacing a bit (tight or spread).