snip
Problem with most, if not all, of these is that it is not the level ballance team is working on. They have the access to mod tools, not engine source code. That is why Mr.Smith told you that you can provide a fix - becouse all the tools he has, the mod builder, are also at your disposal. Theorycrafting without seeing it from mod tools perspective isn't going to change much.
Also mind that the ballance team is not getting payed for their work on improving the game. |
Lol. Might be a little OPieop if you bait a satchel with a scout car or something and wipe the penals with it tho. Basically makes your vehicles into 4 second goliaths.
That was the intended downside of AT satchel from the very beginnig. Luckily, this is no more than forcing retreat when you see that satcheled tank is coming your way. |
It will get Mac and Linux support so that's pretty cool
Did you know that coh2 actually has that support for a long time? And the linux version is even better optimised that windows one. The problem is, you can't mix these versions in one multiplayer match, so the linux version is rather dead.
I wonder if it is going to be similar with DoW3 and as they are based on same engine, I suppose it is. |
Good changes overall but I'm concerned by few things. The most important one is the amount of changes. I feel there is too many of them and the effect on the meta will be impossible to predict, even in testing.
Another thing is loiters. If I read correctly there is nothing here about stuka loiter. This ability should definitely be toned down - it is the stug/dshk level of OP.
As for soviet sturmovik loiter - every time I see it used it is really effective against infantry, often wiping squads on first run. Are you sure that the "deals 0 damage to infantry" bug is real?
100 muni for stgs on stormtroopers is still a bit excessive, seeing as pgrens get them for free.
They cost 100 muni becouse they have the auto wipe ability similar to thompson paras. |
Mind that you don't always have to double tap. If sniper models are close together then the vet1 ability will kill both.
Another thing to mention is that soviet sniper model has 64 hp, so the whole team can be wiped by a mortar at full health, even if they are not that close to each other. If you don't need perfect precision and control like in case of countersnipe or flank, you will sooner or later wipe all soviet snipers with mortar.
Also, if you find it hard to locate the snipers before going in with your units and especially your own sniper, remember that all recon abilities reveal camouflaged units. |
Thanks for the warm welcome.
Feel free to shut your smart-ass mouth.
It would be easy to fix. How hard could it be to add in a logic of "if satchel snared to vehicle, do not snare anymore". I don't work at Relic, if I did, I would look into it on my lunch break.
I am sure they have a thousand things to fix, but this is a pretty serious bug.
I think you should read about something called Dunning-Kruger effect. You seem to be a prime example |
Did something change here? Don't all MG switch windows at the same speed?
Wouldn't know how to answer that, but what I do know is that the vickers/maximum always started firing faster when window/side changed.
As far as I remember the time needed to change windows is equal to reload time for all mgs. So yes, it does differ from one mg to another and no, the vickers is not faster at it than mg42. But it is still one of the best building mg thanks to the range.
|
Feel free to provide a fix, if you think it's easy to do. All AT snares suffer from the same bug.
Does it mean that if I bail out of M3 while my opponent is fausting it, I will only lose one engi model as opposed to the whole car? |
That could work. Firing through shotblockers is what makes-or-breaks the unit in the "right" kind of maps. Due to its range, the list of shotblockers should also include forests, etc, however.
The sturmtiger could be given one of its vet bonuses already at Vet0 to compensate (e.g., allow it to reload on the move at reduced speed), and prevent decrews while that happens.
At the same time, we could also fix a long-standing bug that makes Sturmtiger shots collide with elevation difference (e.g., minsk pocket)
We could also buff its grenade so that it's useful (currently the grenade is only theoretically useful at stunning tanks, but I doubt that anybody knew how to use it)
In that case, the Sturmtiger could keep its high damage, but it would still have to lose its crits. The crits, in particular allow the Sturmtiger to practically one-shot heavy tanks. The Sturmtiger has no business doing that.
At a later point, once we've figured out a solution that works for demo-charges, we could see if we could apply a similar solution to the AVRE/Sturmtiger.
Deleting reload crits, removing anti heavy capabilities, fixing bugs and disallowing shooting through shotblockers should be enough. Maybe with increasing range to 50. There is no need to change too much becouse that may have unpredicted consequences. Especially as the unit is what I would consider a good spot taking into consideration only frequency of usage. |
I would suggest testing your scenario in the current situation and watch how fast all 8 planes are shot down by single Quad.
I'm not against ballancing AA and planes. Or even giving theam HP. I'm against changing their hp/chance of destruction based on number of players, becouse that would allow for new cheese as proven in my last post. |