The problem here is you then break the early Conscript vs Grenadier match up. Grens do fairly well vs them early game, with Cons only winning if they have better cover or coming around the corner.
Which leads to, how do you buff Grenadiers without impacting a lot of other areas..
Well power difference in inf combat between WFA and EFA was problem since WFA release. Maybe cons and grens should resive buffs to keep their match up the same and smooth powerdifference between factions a bit.
I mean cons vs volks do fairly well, with volks having upper hand aswell as sturmpios to prevent cons getting closer and afterwards volks get StGs which powerspikes them against cons drastically. Giving buffs to cons shouldnt break too much stuff, while allow giving some love to grens.
Meta units will be adjusted if necessary, but how would you buff LMG Grens:
early / mid / late game?
raw firepower / bleed / durability / scalability / utility?
The G43 upgrade won't be touched for now.
I honestly think that problem is not with LMG grens, LMG grens as they are somewhat alright. Its overall perfomance of grenadiers which even holds LMG grens kinda back.
I would honestly rather make grens 250MP inf, and give them powerbuffs keeping survivability the same.
It was already explained multiple times, including people in balance team, its slow damage sponge, its supposed to take lots of punishment from all sides.
Damage sponge is not taking damage if its not penetrated. Aswell as, its kinda strange to expect it to tank damage up the ass, considering you are not supposed to let enemies get to that to begin with.
It should be either armor or HP, not both, especially not rear armor one.
KV-1 as it is can give medium problems, even when flanked and having inferior main gun to churchill. Churchill not only has main gun of a premium medium, but also completly immune to medium flanking.
it's got the debuffs afterwards so it might be OK. If the tank is going to more or less be useless in tank combat I don't think it would be nuclear if it can smoosh infantry tbh. Especially if there's a second or 2 that it's immobile afterwards and that time can always be altered as well.
I belive it will be. One thing is being good at AI, and the other being able to insta wipe squads by the ability, which has no sound warning nor delay. We already had cromwells wiping every living thing by running over them.
Also depending on the map it will be problem since it will be used from behind sight blocks, aswell as it might open pandora box in the way that it will vet up like crazy. Not to mention that 4-men squads will be insta wiped with it.
Actually would have been fun to see in game, but I think it will be broken AF. With T34 just preventing any inf pushes by raming them.
That makes no sense. The Molotovs are so awkward to use I don't see any reason they should cost 30 munitions especially when Pgrens bundle grenade still costs 35 muni and most other grenades cost 30 while being clearly better than the Molotov. How can making them 30 muni be considered a good idea?
+1 to this. Molotovs should be looked at and finnaly made usable. In the past with flame having insta kill crit, it kinda made sence for the delayed animation, but at this point there is no reason for it to have such a long delay before being thrown. I mean even USF got normal molotov and its not something that broken.
ALSO people call ram+off map cheese but... Like how else exactly is soviet supposed to kill an elefant or JT since their only TDs are casemate and will flat out lose against these big beasts...
Well honestly you dont need ram to do the offmap, its just easier with it, you can just block them from behind and drop offmap. Thing is if there is a shreck blob running around, aswell as pak walls, then every allied faction will have problems dealing with mentioned units.
I might be wrong, but is ram+off map really that much of a game breaking, balance busting problem? It's pretty much the only solution vs jagdtiger and elefant in higher player counts than 1v1. Also, its very pricey. It's also kind of easy to dodge the ram. If you want to ram successfully, you have to sneak flank, because any frontal ram is sure to be countered with easy back up or even simple firepower will kill the tank before it connects (pak walls, and or medium tanks). I agree it's kind of cheezy, (we are talking about off maps after all), but the price you pay for that wipe is substantial.
I would definitely agree that overall it would probably be better to address T34/76 performance in some other way. Like others wisely suggested, getting rid of ram and replacing it with a useful ability could make the trick.
Cant speak for 4v4, but in 3v3 and 2v2 its pretty easy to pull off. Not to mention that 90fuel+200muni isnt that much to take off Jaghttiger\KT\Ele considering in teamgames you can build caches and also float with muni.
Battering ram is a stupid ability, to move a ram for veterancy is even more stupid ability. This decision does not improve the T-34, but simply ... breaks it. Who the hell came up with this solution? This is a nomination for the most ingenious idea of the year. T-34-76 and T-34-85 are long overdue for a change in veterancy and ability. But instead, let's just forget about it and pretend that we fixed something.
Well its either requare:
1) Complete rethinking
2) Completly new ability
Right now, as it is, this solution while being controversial and strange looking, its the only one easy and realistic option to fix ram+offmap cheesing.
I belive if someone will bring better idea what to do with it, rather then discussing "why ram locked behind vet sounds stupid" it will be much more productive.
Also on a side note, ram never was T34 selling point. Its selling point is cost and pop-cap. People locked themself in a vision that T34 can be used only when paired with offmap on heavys ass.
Rosbone: Hopefully we can look back and laugh in a couple years. But the Steam reviews are diving again so... Last Thursday, 08:03 AM
Rosbone: @donofsandiego The counts are up a little. Coh3 actually passes Coh2 for a short period now. So Coh3 is no longer shit. It has a way to go to be "good". But it is healing. Last Thursday, 08:01 AM
donofsandiego: Last time I was on here my good friend Rosbone told me that CoH 3 is shit because it doesn't have visible kill counts. Well, it has them now. Where are the players? Last Thursday, 06:27 AM
Rosbone: @Soheil Relic is in a hard spot. They need players for Coh3 so it hurts their Coh3 sales to make Coh2 even better than it already is. So we are all lost waiting for Coh3 to get finished to our liking. Last Thursday, 02:50 AM
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Soheil: Coh3 neither has realistic graphic nor diversity anyway , The big issue im coh2 is cheaters . Developers do not care about these map hackers or sync hackers who most of them are chinese Last Wednesday, 21:56 PM
Rosbone: @DIRTY_FINISHER My guess is none of those people play coh3 and are mostly gone from the community Last Wednesday, 07:17 AM
DIRTY_FINISHER: Whens the “player council” going to accept some responsibility for the failure that is COH3. Considering they had influence on development and impact to in game units/mechanics Last Tuesday, 15:46 PM
oakdk: Anybody know what has happende to coh3 forums on relic webpage ? Last Monday, 11:26 AM
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Reverb: coh3 is not a good game i must say 14 Dec 2024, 23:34 PM
Reverb: relic should stop coh3 and do hing with coh2 again and make new maps and balance and units and make player base 10000 again 14 Dec 2024, 23:34 PM
aerafield: Rico will save this forum 13 Dec 2024, 16:52 PM
Rosbone: Player 8 (Rico) has entered the game. 13 Dec 2024, 11:41 AM
Osinyagov: Since it's the only coh-related source left in my list (funny and sad at the same time) 08 Dec 2024, 07:56 AM
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