The reason to these changes is that basic infantry of every faction was over performing, con/gren/volk/rifle spam was a viable choice for every army in game so they made all kinds of basic infantry worse than before, making heavy infantry better ie. pzgrens, penals, shocks, sturmpioniers and so on. Also they defined bthe role of the squad on the field better now than before, should make first, most important 5 minutes of a game much more interesting. |
yeah the pathing is... different definitely, hard to say if better, i assume not. |
Near range distance is the distance where dps of the weapon reaches it's peak and closing in more won't increase it. Changing it means that even at closest ranges the closest you are to the enemy the better for your cons. As this is first unit stat I see with 0 near range distance you will still gain dps by closing in while the squad you face will have it set to maximum and wan't benefit from it. Thats the theory, but on the other hand they didn't give cons more close range damage so they will shoot on 0 meters just like they were before but at for example 4 meters their dps will be worse than before patch, the whole dps curve has gone slightly down. |
One thing that is really annoying is JLI now, just like bunch of unkillable snipers, in team games these are countered when IS-2s and ISU-152s come on the field. But there is some bright light for allies, new Thunherbolt outmap from Airborn company is now like a nuke or something. Attacks more accurately and longer with to planes (plane crash is kind of bonus). Other changes made the game more enyojable and ballanced in my opinion. |
These changes are great, I'm playing allies more than axis and I can say that there is no reason to think that axis are op now, it's the patch notes that look like that but actual gameplay is much better than it was, the only problem is that people think so and axis counter is over 95% now... I would like to also play axis sometimes. |
I belive that su-76 needs nothing more than stats upgrade, maybe even with some higher price but not too much couse it's far too expensive now. It should be able to kill infantry with it's normal shells just like tanks do (by giving it much bigger AoE) and should have increased penetration (damage increase is not needed). To make it ballanced I would slightly reduce it's range, like by 5, not to make it a little ISU. Little accurancy decrease could also help if it would become op, what I suggest is to make it more like turret-less tank than tank destroyer in role, it could be interesting as there are no vehicles like that in game and there is need for tank-like vehicle in soviet t4. |
Thread: Button12 Aug 2014, 12:56 PM
Ok I agree but this is punishing only to one of your tanks, you dont have to follow one tiger or one KT strat, and actually nobody can call attacking with just one tank a flanking manouver. In my opinion it's just a good ability against a heavy tank meta. Build some p4s or stugs to support your tiger and watch for guards while giving orders to your best, flag one, should be enough, you can of course also use one of smoke commanders. |
Thread: Button12 Aug 2014, 12:36 PM
Actually the button has pretty small range and lasts only 10 seconds, it's less than bombing strike wait time and it's exactly the time needed for ISU to reload only 1 round. Apart from that guards have to stay in place while buttoning and shooting all their valuable weapons at selected tank, which means that even ass grens or mg grens can kill the whole squad while the ability is used (i belive that even forced movement like a vehicle driving through them is able to cancel it, but i'm not sure). And of course the smoke can make it a munition sucker, especially when you use it combined with bombing strike.
After all the ability is mostly usefull when you have 2 guards buttoning one vehicle one after another and some proper at to deal with the tank (2 t-34s is enough) but then it is a great but costly ability at 150 munis for dps and another 80 for the use, thats almost 3 mines! And of course it needs some micro, an enemy that attacks with only one, unsupported tank and won't run away with it seeing 2 dp guard squads... |
Thread: LMGs11 Aug 2014, 22:54 PM
I have another suggestion, lets make aiming of lmgs in some kind similar to PTRS, i mean longer aiming and small cone of fire, then if fast moving smg squad will go out of the cone, the lmg guy wil have to reposition and aim again, this will make game more micro intensive and will punish one click attacks on both sides.
The idea is that lmg is kind of long to mid range sniper irl, kills a man instantly, here it can be little less lethal, but still should kill a model really quickly, even in yellow cover as it's nothing for mg burst and even at close range if a model finds himself in a cone that is really tiny at close range. |
I would say that the fact that allies are pushing to win early and axis are trying to hold territory in order to roll out their armour is a design far from first coh and it is as crucial for the franchise as for example retreating and remanning the squads. It's not something you can delete from the game. |