I don´t know about what no go zone are you talking. If you are at least litlle competent you can kite infantry with snare forever.
Snare is there to stop recless vehicle pushes on weak targets EG base rape or AT guns, simply 1 AT cannot hold light tank on its own even if it faces right direction
I'm not talking about kiting. I'm talking about driving into the zone to kill something other than the infantry squad with a snare. If your snared troops are covering the whole area it is not possible. This creates a static situation where you have to slowly push and kite squads or wait for opponent to make a mistake. And this is completely fine, especially against factions like ostheer whose aim is to create such situation. But, in my opinion, it shouldn't be the only possible scenario in coh2 match. Different factions should play differently against each other. Thats about it. |
So you say that factions should have core features to be different ?
Snare is core feature that gives player tool to punish overextending tanks apart from random mines. I think all factions deserve snare otherwise they have problem countering vehicles without getting vehicle on their own.
And yes british snare can cost 35 munnition like okw one, to make it less spammable
Well, if it is a core feature is discussable, it was never aimed to be one, neither in coh1 nor in coh2. Even if it is going to be thought of as a core feature, to differ factions between each other, even the core features can be implemented in many different ways, like suppresion is right now for example. Some factions should have access to them early on, some later. Some can pay less, some more. At the very last, some can have them on basic, spammable squads, and some only on specialist squad or upgrade. The only thing that should differ a core feature is that is should be available to the player in every match if he wants to use it - so it shouldn't be locked inside a commander or inside an excluding tech upgrade. In that sense in current live version of the game the snare is not thought of as a core feature (locked in commander) just like light tank / armoured car is not (AEC locked in exclusive tech upgrade). With the change I proposed in last post the snare would become a core feature, just becouse you can build a unit that has it in every single game. It doesn't have to mean that it is common among all your squads.
Btw, 10 muni more expensive snare changes nothing, snare is more of a threat measure than a weapon. It's enough to have it on your squads to matter on the field, even if it is never used, it still creates a no-go zone for many vehicles. |
You say that IS should get either healing or snare ? Or I don´t understand your idea right.
I think giving AT snare into IS grenade upgrade will make it far more appealing
I just think that giving snare to all base squads of all factions is as much of a boring construct as it is possible. The whole idea of having more than two factions is to change your strategy depending on the faction your opponent is using. Before OKW got their snare, it was clearly visible that you could use different strategies against okw and ostheer in early game. Now, when they both have it, your early game build against both of these factions won't ever differ too much, making meta even thinner than it was. The same will happen to axis strategies, if all allied factions will have access to snare on all of their basic infantry squads. That is why I belive there should be at least one faction on both sides that doesn't have access to snare unless using specific doctrine or visible munition upgrade. |
Give them snare then. And possibly better/cheaper grenades so they are occasionally used. They are not that good to be nerfed even more right now.
Good idea. Didn't think of that. That way I can finally merge both of my ideas, by giving them a 3rd upgrade containing a snare.
To sum up, it would look like this:
1. Only one bren for tommies available.
2. Healing upgrade time from 30 to 40 seconds allowing full heal.
3. Base artillery AoE increase.
4. 3rd upgrade for tommies - the snare, maybe also with ability to mine.
Actually I think in such situation they get a buff rather than a nerf, since double bren on vet3 IS is mostly just giving axis more lmgs. But I'm ok with it becouse the way their abilities are currently not doing their job to full potential is quite frustrating. |
The stream list is bugged right now, it has frozen about 60 hours ago and it is showing the same people and viewer count ever since. Only the streaming time is getting longer and longer. This problem is not new to coh.org, its rather frequent, so I'm sure that people who work to keep the site alive are aware of it. |
PzIV work with another stuf, which OST have. You cannot buf his AT role, without nerfing AI ability.
Dont make from PzIV super unit, making StugIII and Ostwind useless.
Nerfing all allies tanks, will mean unplayable late game.
+1 Some common sense in this thread at last. |
I can see there is a discussion about tommies. It's an important issue, especially if giving them one bren cap would allow interesting changes to m3 weapon drop.
I think the tommies have enough utility to start to think of them in a way we think about conscript - not too good but necessery utility squad. If we could get 80hp healing (by making it longer, not faster) and a buff to brit underwhelming base arty (possibly with cost increase) in exchange for 2nd bren, I would be all for it.
It's not going to nerf them too much, they are still potent early game squad and going double bren ends up with drop fest on vet3 either way.
Another idea would be to give them 3rd upgrade, that would increase their firepower, in most straightforward case the bren, but possibly something else. That way they would have to specialise, either in best firepower or healing or arty supprt. This came to my mind when I realised the first suggestion may couse brits at tier 1 to not have a squad worth building to be kept through whole game other than mg, when the needed amount of IS is already on the field thus limiting their early game build options. |
Wonderful! Absolutely amazing! It's the first patch note where I completely agree with every single change
I would like to thank Mr.Smith for the discussion and using my suggestions on Stug E, the quad and soviet muni float. It's a pleasure to see my ideas improving the game |
So pretty much PIV shitty desing is gold excample of med balance? Cromwell dont have to be used in big numbers because of its vet buffs. One cromwell still can do things comet or firefly cant do. PIV on the other hand has its blitzcrieg and armor buff which wont save it from allies TDs. Vet3 giving him buffs but not even close to cromwell ones.
Yeah, the design of p4 is by far the best medium tank design in this game. Makes it great if you use it in its role, but shitty when you, for some reason, start to think of it as a heavy. This is definitely one of the top units when it comes to fitting its aimed design and purpouse. |
Umm its not? Sherman can still destoy inf in late game, Cromwell can still crush inf and chase and finish off tanks with its insane speed buffs. So no, you are wrong. All mediums can be at least somehow be used in late game, while PIV is just meat shield usually.
Sherman is a AI specialist that has too much AT by mistake and that should be adressed. Cromwell is an all rounder and it works in late game only in big numbers or with vet, just like p4, but is cheaper so it amasses easier. This also should be adressed. T-34/85s good AI is also a problem with change that was aimed on 76 version only. |