With these changes penals seem to just mirror conscript with more dps or at. I think another solution would be to implement Shocks and guards into the tech tree, and rebalance them. Then remove penals from tech and add them as call-in on the commanders who had either guards or shocks.
I think this could increase even more opening strats and fix the Soviet's over reliance on commanders with elite troops. This might be out of the scope for the mod an such though.
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Stuka divebomb uses just sound to indicate where it is landing, there are several flaws to this design. First is that the warning bugs out, or is buried behind other loud sounds, making the nuke invisible. If you launch divebomb at same time other explosions happen it's undetectable.
It's also unfair in team games as it forces all the opponents to relocate since it's almost impossible to guess who it is targeting.
The time it takes for the divebomb to land is too short compared to the devestation. It needs to either be more visible or take longer to land.
Giving the opponent some chance to react should be universal to all nuke abilites.
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This would help pathing greatly. I would go one further, to allow medium and heavys to drive over trenches (maybe not faction built ones but preplaced map trenches.) |
I think if you lowered their cost to around 400 mp they would be fine since offmaps kill them off quite easily. Hell it's not that difficult to take em out now that they have to be build outside the base. |
A few things to point about it Stuka Divebomb.
1. while the sound is obvious (except when ton's of other loud sounds happen at the same time or it bugs out, in which case you are buggered.) it's hardly any good indicator of where it is going to land. You know it's coming, but in the general direction of every unit in your army or your friends army. You have 6 seconds to guess wether you are getting bombed, which unit or move your entire army just to be sure.
2. In 2v2 and up it forces not just 1 player to react but the entire team. Compared to other arty where flares forces reactions in a specific area.
3. Other bombings gives both visual as well as sound cues, why should the stuka be any different? It's price is quite cheap compared to alot of other bombing abilities and it's a dead center hit every time.
I think the ability is quite unfair in it's design and is inconsistent with the games "rules" of giving a fair warning. Especially when the audio get's cluttered or it just bugs out and get no warning.
I'm not saying this is the only ability that feels unfair, there are others and I think they should be made more fair as well, regardless wether it is allies or axis. |
Pretty much what the title says. This has been happening to me consistently lately, most of the time during the first game. The game is literally unplayable for me.
Crash Report #1270681
Specs:
cpu: AMD FX-4170
GPU: 2047MB NVIDIA GeForce GTX 670 (MSI)
RAM: 16.0GB Dual-Channel DDR3 @ 666MHz (9-9-9-24)
Motherboard: MSI 970A-G43 (MS-7693) (CPU 1)
OS: Windows 7 Home Premium 64-bit
I have tried updating drivers.
Deleted appcache in steam folder.
Closed all programs except coh 2.
verify integrity cache.
disabled everything in steam including overlay.
clean install of windows 7.
checked temperature on my components and have recently changed my motherboard.
also checked registry and run malware scans.
So I ask, what is left to do? and what could be causing it?
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Soviet mines seems to be broken as well. A panzer 4 drove over 2 mines and neither exploded. No minesweeper around either if anyone wondered about that. |
1. Flamers
I agree.
2. Upgrades
Agree with this as well and to add, please unify the upgrade system across factions.
3. mortars
I like your idea, though you could also give them a cone of fire and not allow them to autoface. And/or make the autobarrage shorter range so it's mainly used for defence and force you to use barrage for offensive shelling.
4. Planes
I agree with this. I also think AA should properly counter strafe and in return reduce the amount of ammo to call in a strafe. It would force counterplay and would encourage more interesting battles.
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If we're going to go the historical/realistic route when it comes to penetration its worth noting that there is no side armor in the game, and the SU76 could reliably penetrate side and rear armor. If it shouldn't penetrate front armor of these tanks how should this be compensated in terms of game mechanics? =)
Even though I feel the whole realism argument is null and void for this game. |
this is a tricky subject but I feel a better solution would be to change how recon planes currently functions. I think they should circle at least once before revealing an area. This would give AA a chance to shoot them down. A recon pass should be similar, maybe reveal sight after a plane has passed and not been shot down or something. |