Nah, it will be december and we will get MP alpha as a holiday gift.
Because pretty much:
Everything here untill december is somewhat based on multiplayer. In september we will get WH concept, in octorber UKF concept, in november full USF\UKF battlegroups, multiplayer maps and matchmaking.
The only problem with Scott - you need 3 shots to kill it, realistically you aren't suppose to use them aggressively to begin with, so imo there is no reason for them to have 3 shot hp tool.
Speaking of, why are we even discussing Scott when it's more or less fine without airborne but broken with it? I mean in 3v3/4v4 both pathfinders are OP af right now and all good USF players abuse the hell out of it. Not only with a bit of micro they shit on everything early game but also instantly locking areas with mg/at drops and self spot as weapon crews.
If anything it's not Scott it's the pathfinders who should be hit in the face with a nerf bat, because their early game combat performance (in 4v4 especially) and later vision (starting from 2v2) is out of the hand.
And when USFs pathfinders are actually supported by teammate and USF puts forward ambulance early, oh boy. You might aswell just stop fighting.
Again, imo, even if pathfinders have some reasoing behind their cheese, I would rather solf nerf it with ambulance forward reinforcement being locked untill LT\CP hits the field and tier building is unlocked, because USF right now is the only faction which pretty much have mobile forward reinforcements from the get go, not problem a big problem for 1v1\2v2 but cancer in 3v3\4v4.
Or at least make ambulance actually have a significant CD on set up, so if pushed, USF player couldnt just drive away a bit and instanly re-set up it.
Imo snipers are just way to effective against mainlines really. Its not like support weapons are supper scared of them (while they are supposed to kinda), but mainline being cripled by the snipers.
It really doesnt matter what inf you have early on, but one sniped model pretty much instantly turns the fight in favor of the sniper player and breaks all dynamic of cover\possitioning.
If snipers indeed have been more or of a tool to fight teamweapons, as they were supposed to, and all factions either had proper counters to snipers or snipers wouldn't be avaible from the get go for sov\ost then they might have been alright.
Right now Snipers are just the tools to abuse imo. They were effective against everyone in vCoH and in CoH2 they are just abused against factions which cant properly answer to early game snipers.
Ummm what are you talking about? Zeroing arty absolutely tracks and targets units. You're correct about the delay, but it absolutely auto-aims, and it most certainly does not work other artillery abilities
The description literally says: "Automatically attacks visible enemy units in the target area. Artillery rate of fire ramps up the longer the target is visible"
To be clear I think zeroing is relatively balanced compared to AT overwatch, but that's just because ATO is faster. Zeroing is the same ability its just slower and it attacks everything instead of only vehicles
It tracks the enemy, not really auto-aims on the units. For instance its still possible to reatreat from zerroing circle (at least untill it fully rumps up) since it wont always hit directly into the center of the unit. Its just very chaotic and fast so it look like it always auto-aims.
AT overwatch on the other hand never misses the target, it auto-locks on it and hits in the center of the model.
In any case, over-all chances of dying to Zeroing is pretty much the same as to most arty abilities if you stay for the whole direction in the bombardment zone.
Soooo zeroing is broken too then and un-counterable by your own measures? Neat.
Zeroing dont auto aim on units, zeroing has friendly fire, zeroing takes like 5+ seconds charning up before it actually start being devastating.
Zeroing is just another artillery ability, which works like any other artillery based ability except it needs constant vision.
Abilities are closest to overwatch - all plane based abilities, but unlike auto-aiming planes AT overwatch cant be countered by AA and it cant be doudged.
Seriously, stop exaggerating how weak they are to start the game. I understand you said that ELITE players can overcome PF weak opening yet you also said no one would ever go PF only. Zaney just posted a match between Isuldur and IncaUna and went full PF build which traded well EARLY with Rifles. Despite the fact that they cant build cover, have worse DPS and cost more he held similar map which he then used to leverage a Flaktrak so he could cover and start to upgrade his units.
I'm not exaggerating how weak they are, I'm just stating that they are weaker then volks in early game with a lot of consequences for OKW player.
Speaking of game you mentioned, its not contradicts with what I was saying like at all. Isuldur went full PF oppening and had pretty much 0 map control, had to avoid fighting and had to blob his PFs early into the game untill his G43 started to appear and his support units came in, only after that he started slowly recover from full PF build.
I honestly don't get what you are saying. Are PF is a bad/underpowered unit? And what unit upgraded PFs can't 1v1?
Forget about G43 for a second. PFs are 270MP 0CP unit, from the get go they are weaker then volks at all ranges and have slightly better DPS at longer ranges, dont have access to sandbags. Lack of mid\close range DPS (which is not exeptional on volks aswell) means that your best bet with PFs is to camp in cover without moving much and hope that if enemy will somehow charge you, you will be able to hold your ground.
Volks on the other hand while not having super close\mid range DPS, they can still deliver a punch if charged badly, they can construct green cover and they can force enemy out of cover. In other words, in situations where volks have problems PFs have x2 problems + their own problems.
This is all about early. PFs arent underpowered\bad unit, but in early game they are intentionally handycapped because they will get G43s and G43 is so powerfull because they are rather weak early for the price. See the idea behind their balance?
In 1v1 and somewhat in 2v2 its a significant disadvantages, in 3v3 and 4v4 its not. And thats the reason why they are problem in big teamgames and lesser problem in smaller games. Because the core idea behind them is not working for every gamemode.
A) Much better investment than volks, they have much better lategame potential
B) While fussies win the same engagements as volks (long range vs rifles and medium-long vs cons, close-medium range vs sections)
A) Yes
B) Yes and no. While PF will win ideal engaments, they will win in lesser situations then Volks, simply because volks have at least some pushing pottentual, while PFs are all about being pretty much static without any movement. Thats the reason why they are more effective in teamgames, because of the nature of static gameplay. And when gameplay becomes more mobile they fall flat on the ass.
BUT THIS IS NOT THE POINT. The same tests can be done with volks and the results would be the same. The point is, the G43 upgrade makes PFs the best mainline there is, by far. Least micro intensive with lots of utility, best of which is the flare/sight upgrade.
Personally I woudnt call them THE BEST, but one of the best for sure. But as I was saying, its simply because all their power is contained within the G43. Its an example of balance made exclusively for 1v1, without considiration of how it will work in teamgames, resulting them being blobed and upgraded easily.
Thats why I was saying that I would rather see PFs to be better then volks early, but in return their G43 being nerfed so every droped model will result in significant DPS lose.
The biggest problem is the myth that volks/fussies are bad at start. They have specific distances at which they win, same as rifles. And you absolutely need to take into consideration the unit a faction opens with. It's not the same fussies + sturmpio and cons + CE.
Its not about distances, its about flexability and ability to pick your engagements. Unlike grenadiers, Volks\PFs dont have MG42 zoning enemy from them allowing to stay at their preferable range. OKW have Sturmpios as a zoning tool, but its not as near as effective as MG. In other words overall its just easy to caught OKW offguard and volks\PFs arent particullary good at 1v1ining. This is true for smaller gamemodes, which results in OKW having shit win rates in 1v1 but good win rates in 4v4.
Well you should check 1v1 yellow cover to yellow cover PF vs any other mainline mid range and long range. And also take into account the starting unit for OKW which is Sturmpio which annihilates every other mainline unit close to medium range.
And also check https://coh2.serealia.ca/# the stats of vet0 PF and compare them to other mainlines before saying that PFs are utter garbage. Utter garbage for garbage player definitely.
And have you compared them to ... lets say volks? And have you considered that idk, Rifles\Cons already not supposed to fight at long ranges and that Tommies are winning cover to cover engagements? PFs over volks have an 0.27 DPS advantage in yellow cover at range 35. In other words PFs are inferrior at every single range then volks, and slitghtly better at long range.
What are you trying to say here? That you want to fight PFs at ranges other mainlines, but tommies are not supposed to fight and then call them strong because you arent playing properly?
But yes, lets bring sturmpios because why not. Sure. Volks are still stronger then PFs even paired with sturmpios, whats your point?