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  • #32
    2 years ago
    thedarkarmadillothedarkar… Posts: 5,822
    (Wtf is up with the quote feature?)
  • #33
    2 years ago
    VipperVipper Posts: 3,723
    edited July 2017

    @SkysTheLimit said:

    @Vipper said:
    As long a unit out-ranges another its armor and HP are less important then the gun.

    In what scenario? A 1 on 1 fight with another tank? Are we analyzing the elefant in a vacuum or when its actually being used in a company of heroes match? Cause having 400 armor and 1040 hitpoints matters a great deal to the balance of the real game, whether or not it works in a controlled testing environment is something else entirely.

    The Jackson now has 15 less range the Ely, while having 440 fewer health and 270 fewer armor. Those things being true means missing a shot is a far bigger deal for the Jackson than the Ely.

    And is a stock, units cost far less and has less tech cost but all that are irrelevant.

    M36 can kite other units Elephant can not because it slower then most vehicles. The Elephant got nerfed because it too effective vs mediums the M36 already over-perform vs mediums (PZIV) there is no reason to buff its accuracy.

    This is my opinion feel free to have another.

  • #34
    2 years ago
    thedarkarmadillothedarkar… Posts: 5,822
    I think im inclided to agree with vipper here, with the changes the jackson is a bit more forgiving, while still packing a punch and being quite mobile, supreme accuracy isnt terribly important, if its stationary it should already hit and if its on the move because its being chased, well it has the usf advantage there too...

    Straight up its probably casemate TDs that need accuracy the most, because they can only shoot in one way and need to make those shots count, the jackson less so
  • #35
    2 years ago
    SAY_MY_NAMESAY_MY_NA… Posts: 257
    edited July 2017
    My original point was UNshrecked sturms have zero vetting in combat scaling.
    So no, my point is the same.

    Everybody has difficulties in reaching vet2 without shreck.
    Haven't seen a non shreck sturm vet 2-3 a single time in whole gcs, nor faced it as allies.

    Yeah sure, but panzergrens actually scale by scoring kills with their stg, the non shreck sturm scaling is utter broken again.

    As I said, if vet 2 isn't reached by 5-6 mins (never right now) they sturms will get melted everytime they try to close in, regardless of the enemies being busy with volks, they just need to focus fire for a few seconds, and they basically lose any early game efficiency (of course truesight and exceptions applies, it doesn't mean that sturm becomes a realible shock unit by mid tho, especially in open maps with a low number of sight blockers).

    It may have 800 pen and 1600 damage per bullet fired at vet 4 without shrecks equipped, no one will ever notice it.
  • #36
    2 years ago
    SAY_MY_NAMESAY_MY_NA… Posts: 257
    edited July 2017
    > @thedarkarmadillo ha detto:
    > I think im inclided to agree with vipper here, with the changes the jackson is a bit more forgiving, while still packing a punch and being quite mobile, supreme accuracy isnt terribly important, if its stationary it should already hit and if its on the move because its being chased, well it has the usf advantage there too...
    >
    > Straight up its probably casemate TDs that need accuracy the most, because they can only shoot in one way and need to make those shots count, the jackson less so

    I'm not even against m36 jackson buff.
    But why jadg stealth was nerfed once more and the slowest tank destroyer in game got no speed/pen buff.
    Hell stealth was the only reason worth the price tag.
  • #37
    2 years ago
    ZaneyZaney Posts: 7

    Loving the changes to callins! <3

  • #38
    2 years ago
    VipperVipper Posts: 3,723
    edited July 2017

    "GENERAL CHANGES
    Anti-Air
    We have adjusted the way anti-air RNG works to ensure AA units can bring down aircrafts at a more consistent and predictable rate. As a result, aircrafts will no longer have the chance of being immediately destroyed upon entering the battlefield.
    • All non-cargo planes have 240 health and 35 armour.
    • Cargo planes have 300 health and 35 armour.
    • Planes that could not be attacked such as paradrop planes are still immune to AA.
    • Death critical on deflection removed from all AA weapons."

    Imo one should have planes HP/armor adjusted to number of players since the probability of more AA assets in larger game is very high and it will make the the same abilities UP in larger games.

    In addition supply drop zone currently uses the same flight plan for all planes giving free XP to AA assets. Consider reducing the number of planes or using different flight paths.

    Maybe give loitering planes a small sight radius (maybe 1) so that fire on something before being shot down in larger games?

  • #39
    2 years ago
    1ncendiary_Rounds1ncendiar… Posts: 798
    edited July 2017
    > @ColonelRadec said:
    >
    > Werh early meta with flame halftrack.
    >
    > This unit can appear from 5-6 mins to burn everything and cause a huge setback for allies. I get it why it's a favorite. Super speed, range and it's ridiculous damage. It vets fast due to the damage output making it even harder to kill for the speed bonus. If you don't rush a AT gun then you are in trouble, but this is a pain to get in early game. Players concentrate on inf in the first minutes, so spending on the AT will hurt your advance. Forgot to mention the almost instant kill on garrisoned units. So please take a look at the unit and maybe reduce its dps to match the other flamethrowers.

    The halftrack can be swiftly dealt with by handheld at. And the flame projectors were already nerfed vs garrisons. As well, the halftrack is exceptionally vulnerable to small arms fire.

    > UKF and the hardships with vehicles, they need a snare.
    >
    > Fighting vs UKF with vehicles barely has the risk like other factions. They have no core inf to have some kind of tension or punish to those that make mistakes. Vehicles come and go without worry. Kitting your early AT's if you don't have a bofor. This produces obligated metas like picking the tank hunter commander. Mines are not reliable due to you must guess the path and that the enemy takes the it. The Piat is low damage and requires ammo which is low on the starting minutes, also forces players to have 2 which is a bad idea at the beginning. Reducing greatly the anti-inf output in the early stages of the game which is so important during that phase. Solution? To maintain asymmetrical design it would be a great respond to add them to the Sappers, they would have less range than the tank hunter variant and they require the grenade upgrade. Increase the fuel cost of by +5. The other response would be to give them to tommies, but they would become like the other factions.

    This is why you have a dirt cheap aec that can keep pace with all Ostheer light armor and almost chase down a luchs. No snare means you may not get the kill but that is far from being defenseless or allowing Axis vehicles to drive about "without worry." Piats were already buffed, though they still are the worst handheld at vs light armor. Brits have just enough when it comes to dealing with light armor in the early-mid game.
  • #40
    2 years ago
    1ncendiary_Rounds1ncendiar… Posts: 798

    Can we add a reload button to all hmgs? The crew will simply go through the reload animation and start with a full clip. Ostheer especially needs this. If the mg42 gets off only half a burst, the enemy infantry will likely not be supressed in time (unless mg is vet3)

  • #41
    2 years ago

    can increase the damage of the tank hunters to the natural buildings?

  • #42
    2 years ago
    SkysTheLimitSkysTheLi… Posts: 2,271
    edited July 2017

    @Vipper @thedarkarmadillo I have to play with the new Jackson a lot more, but honestly I'd be more open to a damage nerf than an accuracy one. Bringing its standard to 160 and its HVAP to 200 would be more preferable than making it miss more often. The less RNG reliant TDs are the better IMO, the Jackson started out as something that had meh penetration but 240 damage and that was plain terrible design.

    I'm not categorically opposed to nerfing the Jackson a little more with the tweaks it just got, that health bonus is a huge huge change. All I'm saying is I think accuracy should be one of the strongest points of a TD. I also thought that when we previously discussed TD dominance vs mediums, the issue of medium tank target sizes was a problem too, it's not all on the accuracy of TD main guns.

  • #43
    2 years ago
    _Aqua__Aqua_ Posts: 1,951

    @Lazarus said:
    OKW smoke is a godsend for the faction. I was able to use it to obscure vision and roll up a Hetzer and an Ober to a defensive line and focus down the AT so the Hetzer could roast the MGs. It's finally usable even with the unnecessary cost change.

    I'll have to try that in the future. For me, Goliaths were the real MVP of this change, especially against Sim City.

  • #44
    2 years ago
    le12role12ro Posts: 2,318 mod
    edited July 2017

    The Ostwind is an absolute killer-machine, i just mowed down squads after squads after squads. It feels like the the old UKF Centaur but on steroids! I think some fine-tuning is needed now that it hits like a truck not blocked by terrain.

  • #45
    2 years ago
    capiquacapiqua Posts: 270

    Anti-Air

    When EFA armies was released, iL2/ju87 the rounds made it complete, when wfa arrived the thing changed when introducing an intrusive mechanics into AA. Since OKW only uses a reconPass ability, and their entire abilities throw bombs, the OKW faction benefits of any change, because it is the dominant faction by not using planes and using their spammable artyflares with 20 seconds of cooldown. The best sov abilities is the IL2 Sturmovik circle attack and with WFA coh2live it turns out to be a low-ability to SOV player.

    Currently all factions except OKW are much more risk to have their planes shot down at zero cost VS abilities with costs X munition.

    With respect to the FBP changes, I like that there is standardized in all the factions, but in FBP it is destined to 1v1. Because if there are several units AAs the plane is shot down more quickly. But it continues to be discriminatory for abilities that use ammo and the mechanics of AA does not use an ammo spending to shot down planes.

    In summary: maybe buff plans and add munition to mecanic AA

  • #46
    2 years ago
    RaithRaith Posts: 195

    Mortar Pit

    The mortar pit is being adjusted to be less powerful and unable to cover such a large area on its own. To compensate for these adjustments, the unit will be cheaper to give the British faction more readily access to indirect-fire and smoke.

    Basic changes
    • The mortar pit now spawns with a single mortar.
    • Cost reduced from 400MP to 240MP.
    • Population from 8 to 6.
    • Health from 700 to 600.
    • Armor from 5 to 2

    Advanced Mortar Pit Upgrade
    • The pit can upgrade a second mortar for 160 MP. This increases the unit’s population by 3.
    • Upgrade increases armor by 3 and health by 100. Reduces the cooldown of all barrages by 33%

    Why change the Mortar Pit's stats at all if you can just choose pay the old price for the old (far better) stats? In what senario is a player ever going to build a Mortar Pit and not just immediately buy the 160mp upgrade?

  • #47
    2 years ago

    @Raith said:

    Mortar Pit

    The mortar pit is being adjusted to be less powerful and unable to cover such a large area on its own. To compensate for these adjustments, the unit will be cheaper to give the British faction more readily access to indirect-fire and smoke.

    Basic changes
    • The mortar pit now spawns with a single mortar.
    • Cost reduced from 400MP to 240MP.
    • Population from 8 to 6.
    • Health from 700 to 600.
    • Armor from 5 to 2

    Advanced Mortar Pit Upgrade
    • The pit can upgrade a second mortar for 160 MP. This increases the unit’s population by 3.
    • Upgrade increases armor by 3 and health by 100. Reduces the cooldown of all barrages by 33%

    Why change the Mortar Pit's stats at all if you can just choose pay the old price for the old (far better) stats? In what senario is a player ever going to build a Mortar Pit and not just immediately buy the 160mp upgrade?

    You're missing the point. The upgrade is there to give a chance for counterplay while there's only one mortar.

  • #48
    2 years ago
    RaithRaith Posts: 195

    @Ulaire Minya said:

    @Raith said:

    Mortar Pit

    The mortar pit is being adjusted to be less powerful and unable to cover such a large area on its own. To compensate for these adjustments, the unit will be cheaper to give the British faction more readily access to indirect-fire and smoke.

    Basic changes
    • The mortar pit now spawns with a single mortar.
    • Cost reduced from 400MP to 240MP.
    • Population from 8 to 6.
    • Health from 700 to 600.
    • Armor from 5 to 2

    Advanced Mortar Pit Upgrade
    • The pit can upgrade a second mortar for 160 MP. This increases the unit’s population by 3.
    • Upgrade increases armor by 3 and health by 100. Reduces the cooldown of all barrages by 33%

    Why change the Mortar Pit's stats at all if you can just choose pay the old price for the old (far better) stats? In what senario is a player ever going to build a Mortar Pit and not just immediately buy the 160mp upgrade?

    You're missing the point. The upgrade is there to give a chance for counterplay while there's only one mortar.

    Unless the upgrade is locked behind tech, that theoretical counterplay window is only as long as it takes the upgrade bar to fill up. A player isn't exactly going to be having trouble scraping together 160mp. So we're talking sub 30 seconds?

    Pointless.

  • #49
    2 years ago

    @Raith said:

    @Ulaire Minya said:

    @Raith said:

    Mortar Pit

    The mortar pit is being adjusted to be less powerful and unable to cover such a large area on its own. To compensate for these adjustments, the unit will be cheaper to give the British faction more readily access to indirect-fire and smoke.

    Basic changes
    • The mortar pit now spawns with a single mortar.
    • Cost reduced from 400MP to 240MP.
    • Population from 8 to 6.
    • Health from 700 to 600.
    • Armor from 5 to 2

    Advanced Mortar Pit Upgrade
    • The pit can upgrade a second mortar for 160 MP. This increases the unit’s population by 3.
    • Upgrade increases armor by 3 and health by 100. Reduces the cooldown of all barrages by 33%

    Why change the Mortar Pit's stats at all if you can just choose pay the old price for the old (far better) stats? In what senario is a player ever going to build a Mortar Pit and not just immediately buy the 160mp upgrade?

    You're missing the point. The upgrade is there to give a chance for counterplay while there's only one mortar.

    Unless the upgrade is locked behind tech, that theoretical counterplay window is only as long as it takes the upgrade bar to fill up. A player isn't exactly going to be having trouble scraping together 160mp. So we're talking sub 30 seconds?

    Pointless.

    30 seconds during which it can be killed by virtually anything.

  • #50
    2 years ago
    LazarusLazarus Posts: 4,090

    @Raith It allows the Brit to get out indirect fire sooner and it allows the Brit to have indirect fire without committing 400 MP. This is useful if you're countering an entrenched position that is very close to your base (and therefore will no longer be a combat zone as the match progresses) or if the entrenchment is particularly light (for example a single MG in a prominent building). You can clear it out without committing to having a large part of your economy become worthless once the game progresses.
    It also encourages the Brit to build their positions further forward, as the smaller investment means that losing the position (which is much easier to do now, by the way) is not going to cripple your MP economy. It allows Brits to use pits much more dynamically. Maybe that's not a big deal to you, but it is to a lot of people

  • #51
    2 years ago
    RaithRaith Posts: 195

    I'd understand if we were talking about something approaching a significant resource cost. But 160mp? Come on, we're talking about a handful of seconds here. I won't belabour the feedback thread by arguing the point further. But from my long-time 1v1 players perspective, the idea that this is going to change how players use the mortar pit is laughable.

  • #52
    2 years ago
    1ncendiary_Rounds1ncendiar… Posts: 798
    edited July 2017

    I don't think I'd agree with increasing the pop cap of a stug to 10. I'd say make it 9 max. Ostheer struggles from pop cap issues as quite a few units are rated above their practical value. Grens, pgrens are all overpriced in terms of pop cap. Riflemen obviously cost and perform better and yet maintain the same pop cost as grens. Ostheer tanks barring StuG are also overpriced in terms of pop cap. T34-76 costs 10. So does Ostwind. Is it even a question whether the two tanks are the same in regards to utility? Ostwind should have better AI then a T34, yet it doesn't let alone can't scratch anything more armored than a stuart. P4 costs the same in pop cap as a Sherman. (I seriously hope the buffs to the ostwind make it a REAL antiinf specialist) But the Sherman gets a free crew saving the need for another rear ech. Massive pop cap savings. Ostheer players usually have 2 pios but USF can get away with just one RE (or none at all if you brave the mines.) USF and UKF weapon racks allow the formation of engineer antitank teams. Where is Ostheer's 5 pop cap anti-tank team? Or hell slap on double zooks on the major. How's that for pop cap efficiency? Or the USF at gun? Can Ostheer have one cost-efficient tank? Looks like the answer is no. I know it's just 2 pop cap that I'm talking about but Ostheer is already plagued with cost inefficient units.

  • #53
    2 years ago
    kingdun3284kingdun32… Posts: 1,090
    edited July 2017

    Stuka shouldn't arrive even faster. It has already arrived faster than any mobile rocket artillery before. It should be locked behind T4 or even full tech !! There is no room for ally team weapon anymore in team game. The average arrival time of ally team weapons are too late, but fuel gains much quicker. Just imagine you finally reach CP2 and call in a 120mm to finally have something to respond to the ost crazy double mortar mg bunker camping position protected by reketens and volks blob, then your 120mm get wiped by a brain dead stuka A click without any skill after firing the first barrage! Serious? Not just the S.U., the team weapon of USF also arrive extremely late and there is no room for them in this stupid patch now!!!(There is nearly no room now, please fix it)

    Also, Priest has been already overpriced for many years .Its performance is worst than stuka a lot while arrive later and being more expensive than stuka. The MP cost should be reduced to 400 and the arrival time should be CP6-7. It usually can't do anything until there are 3 to 4.

  • #54
    2 years ago
    SAY_MY_NAMESAY_MY_NA… Posts: 257

    @kingdun3284 ha detto:
    Stuka shouldn't arrive even faster. It has already arrived faster than any mobile rocket artillery before. It should be locked behind T4 or even full tech !! There is no room for ally team weapon anymore in team game. The average arrival time of ally team weapons are too late, but fuel gains much quicker. Just imagine you finally reach CP2 and call in a 120mm to finally have something to respond to the ost crazy double mortar mg bunker camping position protected by reketens and volks blob, then your 120mm get wiped by a brain dead stuka A click without any skill after firing the first barrage! Serious? Not just the S.U., the team weapon of USF also arrive extremely late and there is no room for them in this stupid patch now!!!(There is nearly no room now, please fix it)

    Also, Priest has been already overpriced for many years .Its performance is worst than stuka a lot while arrive later and being more expensive than stuka. The MP cost should be reduced to 400 and the arrival time should be CP6-7. It usually can't do anything until there are 3 to 4.

    Yeah 15 fuel before is so much game breaking, it's not like it has been toned dowwn so much that backteching for isg will be the only option to counter arty from now on.

    It's called katyusha.
    TEN times more effective, if there isn't a german military parade with bunch of troops marching in line each group at the distance of 50ms.
    Capable of dealing with every target and not just team weapons and buildings.
    Can't be avoided by infantry simply moving left or right, or up and down, depending on how your troops are placed.
    Takes less time to hit, the shadows of the katy rockets don't reveal the target.

    Stuka has been nerfed to death, you realized it right ?
    Now 28 cm rockets have same aoe modifiers than a katyusha that fires much more rockets, so no target will receive any considerable damage, since stuka has still that stupid nonsense long line barrage with a perfect hit, as only the first rocket can be aimed properly, and now it still won't kill anything.
    Pre nerf stuka required a considerable amount of micro, given the inferior range, to be properly aimed and full hit.

    Now, if the problem was the reliability of stuka in wiping team weapons, which was the only good thing that overpriced piece of pudding could do, to counterbalance lack of indirect fire of tier 2, they could have just given stuka a normal barrage (since they like so much the word REVAMP) and flush down in the toilet that creeping barrage that apparently its either UP or OP.

    The new stuka would give team weapons a chance, despite being still relevant, especially since a normal barrage will make stuka less situational and more versatile, while less of a death sentence against team weapons

    Are we kidding ? giving the easiest to avoid rocket arty such a nerf to the aoe of its six rockets when in pratical terms the only one is relevant ? giving a nerf to durability to a vehicle that was meant to use such durability to conpensate it's lack of range that required it to go closer to the target compared to long range arty ?

    As i said, i'm not questioning if stuka was OP in first place, but is the balance team able to target said OP stuff without making it useless ?

  • #55
    2 years ago
    VipperVipper Posts: 3,723
    edited July 2017

    M4 Sherman Calliope

    Part of the reason Calliope is so deadly in live it the fact that it barrage from point blank range due to high HP/Armor. So one could increase the minimum range of the unit to limit the ability close barrages and thus nerf the rounds less.

    M4 Sherman Dozer

    Units like the Dozer (stug -E, Brumbar) that use low speed projectiles could use higher projectile speed a vet bonus so that they become better at auto-firing.

    (Although in the case of Dozer the Brumbar should not be the benchmark since it has more tech cost and fighting tougher infantry)

    Since there is some overlap with other Major units maybe Dozer could work more like a mini KV-2 or a mini Priest.

  • #56
    2 years ago
    kingdun3284kingdun32… Posts: 1,090
    > @SAY_MY_NAME said:
    > @kingdun3284 ha detto:
    > Stuka shouldn't arrive even faster. It has already arrived faster than any mobile rocket artillery before. It should be locked behind T4 or even full tech !! There is no room for ally team weapon anymore in team game. The average arrival time of ally team weapons are too late, but fuel gains much quicker. Just imagine you finally reach CP2 and call in a 120mm to finally have something to respond to the ost crazy double mortar mg bunker camping position protected by reketens and volks blob, then your 120mm get wiped by a brain dead stuka A click without any skill after firing the first barrage! Serious? Not just the S.U., the team weapon of USF also arrive extremely late and there is no room for them in this stupid patch now!!!(There is nearly no room now, please fix it)
    >
    > Also, Priest has been already overpriced for many years .Its performance is worst than stuka a lot while arrive later and being more expensive than stuka. The MP cost should be reduced to 400 and the arrival time should be CP6-7. It usually can't do anything until there are 3 to 4.
    >
    >
    >
    >
    >
    > Yeah 15 fuel before is so much game breaking, it's not like it has been toned dowwn so much that backteching for isg will be the only option to counter arty from now on.
    >
    > It's called katyusha.
    > TEN times more effective, if there isn't a german military parade with bunch of troops marching in line each group at the distance of 50ms.
    > Capable of dealing with every target and not just team weapons and buildings.
    > Can't be avoided by infantry simply moving left or right, or up and down, depending on how your troops are placed.
    > Takes less time to hit, the shadows of the katy rockets don't reveal the target.
    >
    > Stuka has been nerfed to death, you realized it right ?
    > Now 28 cm rockets have same aoe modifiers than a katyusha that fires much more rockets, so no target will receive any considerable damage, since stuka has still that stupid nonsense long line barrage with a perfect hit, as only the first rocket can be aimed properly, and now it still won't kill anything.
    > Pre nerf stuka required a considerable amount of micro, given the inferior range, to be properly aimed and full hit.
    >
    > Now, if the problem was the reliability of stuka in wiping team weapons, which was the only good thing that overpriced piece of pudding could do, to counterbalance lack of indirect fire of tier 2, they could have just given stuka a normal barrage (since they like so much the word REVAMP) and flush down in the toilet that creeping barrage that apparently its either UP or OP.
    >
    > The new stuka would give team weapons a chance, despite being still relevant, especially since a normal barrage will make stuka less situational and more versatile, while less of a death sentence against team weapons
    >
    > Are we kidding ? giving the easiest to avoid rocket arty such a nerf to the aoe of its six rockets when in pratical terms the only one is relevant ? giving a nerf to durability to a vehicle that was meant to use such durability to conpensate it's lack of range that required it to go closer to the target compared to long range arty ?
    >
    > As i said, i'm not questioning if stuka was OP in first place, but is the balance team able to target said OP stuff without making it useless ?

    Maybe you are right in 1v1 mode, but in 4v4 the density of unit is high enough for stuka to always hit something with its precision strike just like the retarded stuka diving bomb. Maybe you can dodge that bomb everytime in 1v1 , but that's simply not the case in 4v4. I really cant see how powerful katyusha is considering its arrivial time being later than stuka, super inaccurate, unreliable alpha barrage and very little aoe and low penetration when compare to current stuka. Dont try to persuade me how important the shall no. of a whole barrage is. Only alpha strike is effective unless ur opponent is brain dead and unable to leave the circle after the first 4 shells of katyusha did nothing but hitting the ground. People always pray for less rng for competitive and strategic play and more predicta le outcome. The best example is the improvement on TD penetration and engine criticals and heavy rear armour nerf. I would always prefer stuka for its reliable shot rather than katyusha that hits nothing even after carefully aimed. In fact stuka always reach 5 stars easily and gain more kills than katyusha in team game. Not to mention its devastating shall can even kill tanks and counter kill all kind of ally mobile rocket artillery with its reliable barrage that you think it is useless. So ironic.
  • #57
    2 years ago
    SAY_MY_NAMESAY_MY_NA… Posts: 257
    edited July 2017

    @kingdun3284 ha detto:
    > @SAY_MY_NAME said:
    > @kingdun3284 ha detto:
    > Stuka shouldn't arrive even faster. It has already arrived faster than any mobile rocket artillery before. It should be locked behind T4 or even full tech !! There is no room for ally team weapon anymore in team game. The average arrival time of ally team weapons are too late, but fuel gains much quicker. Just imagine you finally reach CP2 and call in a 120mm to finally have something to respond to the ost crazy double mortar mg bunker camping position protected by reketens and volks blob, then your 120mm get wiped by a brain dead stuka A click without any skill after firing the first barrage! Serious? Not just the S.U., the team weapon of USF also arrive extremely late and there is no room for them in this stupid patch now!!!(There is nearly no room now, please fix it)
    >
    > Also, Priest has been already overpriced for many years .Its performance is worst than stuka a lot while arrive later and being more expensive than stuka. The MP cost should be reduced to 400 and the arrival time should be CP6-7. It usually can't do anything until there are 3 to 4.
    >
    >
    >
    >
    >
    > Yeah 15 fuel before is so much game breaking, it's not like it has been toned dowwn so much that backteching for isg will be the only option to counter arty from now on.
    >
    > It's called katyusha.
    > TEN times more effective, if there isn't a german military parade with bunch of troops marching in line each group at the distance of 50ms.
    > Capable of dealing with every target and not just team weapons and buildings.
    > Can't be avoided by infantry simply moving left or right, or up and down, depending on how your troops are placed.
    > Takes less time to hit, the shadows of the katy rockets don't reveal the target.
    >
    > Stuka has been nerfed to death, you realized it right ?
    > Now 28 cm rockets have same aoe modifiers than a katyusha that fires much more rockets, so no target will receive any considerable damage, since stuka has still that stupid nonsense long line barrage with a perfect hit, as only the first rocket can be aimed properly, and now it still won't kill anything.
    > Pre nerf stuka required a considerable amount of micro, given the inferior range, to be properly aimed and full hit.
    >
    > Now, if the problem was the reliability of stuka in wiping team weapons, which was the only good thing that overpriced piece of pudding could do, to counterbalance lack of indirect fire of tier 2, they could have just given stuka a normal barrage (since they like so much the word REVAMP) and flush down in the toilet that creeping barrage that apparently its either UP or OP.
    >
    > The new stuka would give team weapons a chance, despite being still relevant, especially since a normal barrage will make stuka less situational and more versatile, while less of a death sentence against team weapons
    >
    > Are we kidding ? giving the easiest to avoid rocket arty such a nerf to the aoe of its six rockets when in pratical terms the only one is relevant ? giving a nerf to durability to a vehicle that was meant to use such durability to conpensate it's lack of range that required it to go closer to the target compared to long range arty ?
    >
    > As i said, i'm not questioning if stuka was OP in first place, but is the balance team able to target said OP stuff without making it useless ?

    Maybe you are right in 1v1 mode, but in 4v4 the density of unit is high enough for stuka to always hit something with its precision strike just like the retarded stuka diving bomb. Maybe you can dodge that bomb everytime in 1v1 , but that's simply not the case in 4v4. I really cant see how powerful katyusha is considering its arrivial time being later than stuka, super inaccurate, unreliable alpha barrage and very little aoe and low penetration when compare to current stuka. Dont try to persuade me how important the shall no. of a whole barrage is. Only alpha strike is effective unless ur opponent is brain dead and unable to leave the circle after the first 4 shells of katyusha did nothing but hitting the ground. People always pray for less rng for competitive and strategic play and more predicta le outcome. The best example is the improvement on TD penetration and engine criticals and heavy rear armour nerf. I would always prefer stuka for its reliable shot rather than katyusha that hits nothing even after carefully aimed. In fact stuka always reach 5 stars easily and gain more kills than katyusha in team game. Not to mention its devastating shall can even kill tanks and counter kill all kind of ally mobile rocket artillery with its reliable barrage that you think it is useless. So ironic.

    All good.
    But 4vs4 is the (no offense) noob ****show mode where balance is hell and nobody really even game a ***** about.

    Regardless of what you said, over 200 matches in 1vs1 as SU (which i don't main) i mainly never skipped katy.
    The 4 shell won't wipe all but actually kill models, and come as fast after the first salvo, that harly ever a retreating squad skip the second one, while the third gives a good ground denial or finish buildings (much better than panzerwerfer).
    They hit faster the target nontheless, giving less warnings.
    They aren't as deadly as panzerwerfer, but katy rocket give an incredible amount of area denial on late game capping points.

    The fact that a 12 rocket arty for 75 fuel has less aoe that 6 28 cm rockets seems normal.
    The fact that these patch gives stuka rockets same aoe than katy is insane.

    "Not to mention its devastating shall can even kill tanks and counter kill all kind of ally mobile rocket artillery with its reliable barrage that you think it is useless. So ironic."

    No lol are you drunk ?
    http://www.stat.coh2.hu/weapon.php?filename=walking_stuka_rockets_mp

    They have no pen and barely deal damage to tanks..

    "In fact stuka always reach 5 stars easily"

    LEL, in teamgames, where noobs blob hard....
    In 1vs1 it hardly reach vet 2 after last nerf....
    You truly never used it, right ?

  • #58
    2 years ago
    le12role12ro Posts: 2,318 mod
    edited July 2017

    (Moderator Input) We welcome any kind of feedback from 1on1 experiences to 4on4 slug matches.

  • #59
    2 years ago
    1ncendiary_Rounds1ncendiar… Posts: 798

    Some no-brainer things on the to-do list:

    • Make riflemen smoke cost at least 30 munis or remove altogether. The beloved mortar that USF players desperately fought for already gives access to smoke. If smoke cost 30 or 40 munis, it would serve as a muni drain and punishment for USF for running into mgs without a mortar in range. There is nothing Ostheer can do if the USF player spams smoke grenades and the mortar smoke as well. Mgs are completely useless.
    • Give grenadiers sandbags. If Ostheer is the "defensive faction" and only the overburdened pios get to lay them down they should be able to lay them down at double the speed of other mainlines.
  • #60
    2 years ago
    SkysTheLimitSkysTheLi… Posts: 2,271

    @1ncendiary_Rounds said:

    • Give grenadiers sandbags. If Ostheer is the "defensive faction" and only the overburdened pios get to lay them down they should be able to lay them down at double the speed of other mainlines.

    The fact that they are the only mainline that can build bunkers (stock anyway) isn't defensive enough? I think having the bags available on pios is sufficient.

  • #61
    2 years ago
    1ncendiary_Rounds1ncendiar… Posts: 798
    edited July 2017

    @SkysTheLimit said:

    @1ncendiary_Rounds said:

    • Give grenadiers sandbags. If Ostheer is the "defensive faction" and only the overburdened pios get to lay them down they should be able to lay them down at double the speed of other mainlines.

    The fact that they are the only mainline that can build bunkers (stock anyway) isn't defensive enough? I think having the bags available on pios is sufficient.

    Bunkers cost resources (more than a Brit trench). And are very easy to hit. They need some sort of received accuracy buff cuz 3 at gun shots will kill it. Usually all it takes is a unit to get supressed for LOS and then an at gun. Even attack ground is reasonably reliable. On a side note the Brit trench needs a massive nerf. For starters, at least it shouldn't be constructed in enemy territory. The restricted access, health and received accuracy make it already op.

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