Thread: WBP 1.728 Jan 2017, 15:10 PM
it's nearly done? ain't you just started patching? ohh well, time to uninstall then
They said that there are going to be different patches with different scopes in the future. But this patch, within this scope is really good to the point there is not much more to be done. |
This is a perk usf and ukf get for not having the ability to upgrade weapons on the field. It's really that simple: 2 factions have to return to base to build but get the weapons on the field, 2 have to return to base to get upgrades but not to tech and the last one is okw which was always a special snowflake and it was designed with on the field upgrades and free trucks that build their buildings.
Yep, I know they have no free trucks any more, but this is how it was designed when it was being designed. |
1-No brainer change. Replace vet2 +25% damage
2-Increase by say 0.1 cd between each shot, thus increasing overall time to unload barrage by 3s. Even better if possible would be to have it start a bit slower and then ramp to get an equivalent overall result.
+1 This sounds reasonable. |
Thread: WBP 1.728 Jan 2017, 12:41 PM
Mainline infantry is realatively balanced. So this self heal is questionable.
In comparision IS self heal is very strong and not OP overall because of absence of base heal.
In that case there is 15m self heal AND base heal. They try to make existing ability iseful but grens are worst unit to play against already. They just dont drop models unless wiped by random shell.
There is no aura here though. And it takes 15 for every use. On a munition - hungry faction. This is enough to make it ballanced. |
I think we should take another approach. Generally in programming root of most big problems is that the design of implementation is too far from how the modelled part of reality really works. This is error prone and means that in order to keep the illusion source code becomes more and more complicated.
This is exactly the case here - someone thought it is a good idea to design small arms in a way that the bullet either hits the target or hits nothing - this is done to simplify the calculations generally. And it works really well when there is not many models to shoot at or the models are spaced out.
What happens if they are clumbed up? Player would expect that missed shot will hit somebody else, or to visualise it better, if you shoot at a ball of 30 conscripts clumbed together one would expect they are bigger of a target than a lone model. But actually, for small arms they are not. Sadly, it also applies for mgs.
What I would suggest is changing all hmgs so that they always shoot in a way mg42 piercing round shoot, so that they can have AoE and hit the ground, but with a different AoE profile. The profile should be such that when counting only direct hitting shots, in case of units staying in a line, like they typically do in cover, the whole squad takes the same amount of damage it takes now, but dispersed between the model that is shot at and two models that are near it. If the model that is shot at is last, the squad takes less damage, but it accounts for shots that tacle them when hitting the ground.
In such case, lone or spread units out on the field will take less damage from mgs, but still same amount of suppression and still same amount of damage from other sources. On the other hand the real blobs, that feature models standing on top of each other becouse they got only a single command are going to be punished really hard becouse there always are going to be a few models around the targeted one and they are going to be hit by missed shot very often, too.
That way we can actually counter blobs that are just mindless mass, but we dont hit managed blobs that move together just to split into cover on sight of enemy, or defencive positions on corridor types of maps.
The cost of it is more cpu calculation but when you think of it, it can't be that much of a difference. I never heard anybody complaining about drops in performance when mg-42 uses its vet1 ability.
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I find it hilarious how people start their development proposal/demand with "add a button" and detailed description of where the button should be placed as if the only problem was the lack of button and not the feature. You are this type of guy who says "it looks like you have the whole system ready in record time" after you look at the first scetch of UI, are you not?
What is important is that there is currently no way of doing this in coh2 other than releasing beta version of game and paying steam for additional servers. And even if it was cost effective they probably wouldn't do it just not to split the playerbase. Remember that they even refused to split AT with randoms in team games? That's quite similar. They (and we) also already have experience with such beta tests, and as far as I remember it was really hard to find a match in reasonable time in both versions while they lasted. |
The only potential debuff I've talked about in this thread concerns RA while suppressed by an HMG. That takes care of much, if not all, of the generally legitimate issue you've raised.
What about this common scenario: a player positions his troops alongside long heavy cover, like a wall or sandbag wall, possibly in taking advantage of other kinds of nearby heavy cover to squeeze additional firepower on the defencive line. Such situation is a bread and butter for everybody who ever played any kind of semoisky.
Sometimes it happens that you get supressed even in cover, the suppression may rain upon you from the skies in form of panzerwerfer, you get flanked by mg or simply one stray soldiers stays out. Is it justified to punish RA of well designed defencive strong point just becouse part of it gets supression? I think it's horribly wrong. |
I know this is necro, but some things I think are core to Soviet identity haven't been mentioned
They will run out eventually! Penals and the half track are the only units you have with munitions upgrades. This means you are free to lose them, comrade! Losing squads is never fun, but it's less bad for you than for anyone else.
They will never take the Rodina! Soviets don't win by having their units survive, so much as making sure the enemy's don't. Abundant mines and harassing artillery are staples. You can't neglect core fighting troops like T-34's, conscripts, etc., but they function best when they outnumber the enemy.
One thing that's important is to always be dropping mines. If the enemy isn't exerting any pressure, you should mine a place up, then move somewhere else.
Soviets rely heavily on the "macro" aspect of the game. Outnumber them, comrade! And if you don't, use mines and artillery until you do!
The mine part is on point but mind one thing: no matter which is the faction you play loosing a single squad may, and often will loose you whole match. It's never acceptable. The only type of unit is acceptable to loose is scout car - for soviets, ostheer and kubel for okw. That is why some good players choose not to build them becouse they are not sure they are able to get enough of this kind of investment to make it pay for itself. |
Yeah, relic actually incrementally included multiple debuffs to combat blobs or even nerfed most blobby units like volks. Now its only up to a player whether he is going to punish his opponent for extensive blobing or not. |
I think it's fine that they are locked because of the manpower price, but then they should only be buildable in friendly territory like every other locked bunker. They also need some target size adjustments because they are insanely small and very difficult to hit with any at weapon.
Yep that's the answer - only buidable on friendly territory and with same target size as wehr bunkers. |