Ballance forum isn't really the place for troll posts. |
ST44 are badly designed (and SVT also). The main problem with the ST44 VGs is that their performance is too good at all ranges and thus limits the benefits of relative positioning.
In addition anti garrison weapon should be limited to specialized units and not mainline infantry.
On the other hand their vet bonuses are inferior to other mainline infantry.
Yes, the problem with volk squad is that it is good at all ranges and thus removes all the important factors from infantry engagements. That said, mentioning other stg44 squads and svt squads there is out of place. These are mid ranged weapons that have their distinctive role and range where they work the best. Definitely not jacks of all trades like volks. |
S-mines are one of the coolest designs in the game. It is very stupid to think of changing them. Also you can actually clear them easily and quickly, just go over them with a tank. |
Almost all bonuses are multiplicative. I remember that there are a few additive ones, but sadly I don't remember which one they are. In general it is pretty much safe to just assume multiplicative combination of bonuses. |
They arn't really. You need to either catch the AAHT out of position on the move, or swarm with at least 2. Going in with 1 and the halftrack is stationary you'll get destroyed.
Considering that 2 222s cost around the same as AAHT and you will lose at most one in the process, you can actually consider that a cost effective counter. |
I have an nVidia 1060 video card and I notice that surfing the web while in que cause bugsplats for me.
Especially if you are surfing something that is using the video card such as videos.
If I restart after 2 games and dont surf at all while in COH2 I never bugsplat. So get an iPad or something else to surf on
It sounds like more of a memory problem than GPU one. Browsers generally use lots of memory and videos are large files as well. That is why surfing the web can cause memory leak problems to become evident quicker.
If you ever happen to upgrade your RAM, the problems should go away. Of course if you already have 16gb or more then I am probably wrong. |
Rifleman's minning speed is also a problem. It requires almost three times the installation time of mines from other factions. It is a heavy penalty that the core combat unit, which is not an engineer, is tied to the landmine installation for such a long time.
I would say that is the only problem. Right now so many usf commanders have mines that you can pretty much count them as standard and not having them as a tradeoff of the commander. If they were practical to use with shorter build time, usf wouln't really suffer from the lack of mines at all. Especially as their non-doc mine is the best one in the game (m20 one), on par with ostheer doctrinal variant.
In fact, when you divide mines into types: light AT, light AI, universal, heavy AT, then usf is the only faction that can have access to 3 of these types at once, and they do that with half of their commanders. Other factions can have up to 2 of these at once, even with rare doctrinal abilities. So arguably, usf has the best access to mines among all the factions. |
Non garrison cover is affected by a mechanic called "point blank". All small arm fire basically ignore defensive cover bonuses when they are below 10 range. This doesn't apply to garrison cover.
I think garrison is fine. Remember that the squad inside a building, has limited offensive potential as long as you know how to approach the side with less windows.
That been said, i wouldn't mind seeing SPECIFIC UNITS, not weapons, been better at clearing garrison through small arm fire. Similar or a bit worst in how IR STG are currently working.
Shocks, Ass Guards, Partisans, Ass Grens, Storm, Smg (NOT STG) Volks, Assault Eng, Thompson Paras (?), Commandos (?).
+1 Current building dynamic is build around either hard counter (nades, mortars), or siege from distance with small arms, which is possible thanks to limited number of windows and green cover giving better bonus. And that is very good design wise, but it doesn't make as much sense historically so it might be hard to guess for new players. I would strongly disagree that adding point blank mechanic to buildings is a good idea, but some mechanic increasing the damage for smgs against units in building cover could work. |
You need to win early game with gren spam or gren spam + sniper if you know how to use it. In fact it is enough to cut them off one resource: munitions. That way they won't be able to buy upgrades so quickly and you win pretty much automatically. You can also use your early advantage to gain more fuel and rush for the mediums.
Against AA HT, I would recommend going for double 222. Yes, they are not exactly great against infantry, but they are very cheap and do a short work with rushed AA HT, especially if you are able to flank it. The lack of snare in RE spam build should make your 222s much more potent than normally and forcing your opponent into zooks instead of bars can go a long way into improving effectivness of your grenadier blob. If you find yourself unable to perform double 222 strat, just go for a pak or two, but always keep them close to the gren blob so you can defend and potentially recapture the gun. |
You should see the posts he's made before calling USF unplayable and Relic axis fanboys, etc.....
I know his ballance posts. But now that he finally found the right place and right questions, pushing him back to ballance forum is not a good idea. |