german mortars do not take ages to kill a dushka. |
japan would not fit with the current factions.
An m4 sherman would be the equivalent of a tiger ace to the japanese.
That said, if you can make another american faction which only fight japan , where tanks like the stuart are expensive late game tanks and m4 sherman is like the tiger ace, then it could work.
If say a japan expasnion would be added, then, infantry play would mean 90% of all gameplay.
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both do not belong to this game.
How to make them belong to this game?
Reduce range to 75. |
well, do not put on your propoganda sheeth and think that penal battalions are "suicide troops".
No no no no no, most of the time penal battalions were normal soldiers, that did some offenses and have been punished for it.
Usually, penal battalions were capably lead, and they also took the highest casualties, because they were given the hardests tasks. |
isu-152 has 230 pen. IS-2 has 220 pen. Panther has 240 pen.
ISU/elephant need a range reduction to 75 |
The game is broken now, as it was last patch and the other one. And with Western front is gonna be more broken even. There's a balance issue to fix, of course, but the design of game keeps breaking any competitive play. I thought a lot of commanders would increase the strategy of game -how stupid i was- but the commanders have such broken habilities that is always the same shit with diferent models.
I remeber in coh1 with 3 commanders wich everyone had his strong and weak points and where made for every single situation. For instance, to kill a simple ARTY you needed to base rush and drop some kind of artillery or so. In this you can recon, bomb and kill. There are tons os über artillerys strafins tha tkill everything on random. Super late game units meant weak early trees habilities -wich does not happen here you can have heavies, infantry, arty on same commanders-. The non vinculated popcap to territory is absolutely dumb. You can have no map control but call in your heavies just to destroy anything -for what is harassing now?-.
At this point, nothing can be done cause commander are sold -p2win-. The only thing that can be done, but never will, is redesign the commanders as something about focus commanders habilities on early-mid-late game -non super commanders that work in every stage- and balance heavies to make useful non doctrinal tanks.
EDIT: I have to say that moreover i play this game, more i miss coh1. Coh2 was suposed to be an improvement of coh1 mechanics -for instance true sight- and new history immersion. But not, they changed the basic of coh1 -wich was tested, played build over years of community- to make some RTS Random arcade game. They changed what should not be changed, and they kept the things that should be improved. Epic fail. You guys can say what you want, but every mid-skilled player in coh1 who plays coh2 will admit that this game is far away from the old day strategies and maneuverings of coh1.
Yup, it's pretty crazy. COH 2 is different than from coh 1!
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10/10.
Except for one thing.
All jap infantry should have "banzai" |
well, if you wanted to make the game realistic, then you would make the su-85 basically a cheaper version of the t-34/85 with no turret.
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my guess is americans will have mobile HQ and be very offensive focused.
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No unfortunately the front page has already changed to sell the Western Front Armies.
I hate to sound like a broken record, but DLC really hurt COH2.
Instead of balancing the core game we are basically doubling the game to add more balance head aches.
the game is more or less balanced now.
1V1 im talking about.
2V2 cannot be really balanced because of the way soviets work.
Soviets can only have one out of two tier options. Relic said that soviet tier options are supposed to be more effective than german ones because germans will no matter what have the counter available to them. |