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Death_KittyModerator
nice work starbuck. You make this mod put v coh2 to shame with every new release.
Death_KittyModeratorWell that still does not refute the issue that brits need the rework far more than the soviets. wher and sovs are very competent to play as of right now, while brits are not. plus a sovs vs west scenario, while fun is not something this mod has in its vision/ not something that needs to be balanced for. You can play sovs vs west allies when brits get reworked.
Death_KittyModeratorbecause then 2 thinks happen:
-the poor-quality British get reworked slower, in favor of the non-reworked soviets, who are arguable the 2nd or even most powerful faction at the moment.
– you would have 2 allied faction being reworked at once, which makes testing boring, b/c someone always has to play the “old” okw, or non finished wher. Also makes seeing imbalance harder: i.e. you cant test sovs and brits in the same game, b/c one might hide the other weakness/strength
Death_KittyModeratorBrits it is then. That way all factions are at least viable.
Death_KittyModeratorI stand by brits, because their “docs” are completely in accurate, but i cant deny the boons of reworking the vanilla factions first.
However, i do believe some of the earlier docs could use a few updates before we really move onto the next ones. (armor)
Death_KittyModeratorI repeated some of my point to condense them in 1 thread.
btw by what metrics is the 30 cal better? the 50 suppresses faster, penetrates way more, does more damage.
Death_KittyModerator@Olhausen: That is beside the point. the fact is that when you spend the munitions to use binoculars, it locks the vehicle in place, making it unable to move or rotate if you don’t find anything. The fact that snipers can rotate and reposition quickly and for free while suppressing infantry and killing weapon crew is simply unbalanced. Either give US equal recon abilities to waffen or remove snipers, and since snipers are here to stay…
US need and equal level of recon to the waffen, as they arguably need it more.
a suppression buff on the mg would also be in order.
what could a be a good idea is the put the detection on cooldown: ie it detect units by it, but you can activate a free ability on a cool-down to extend the detection range if you think you have found a sniper.
Death_KittyModeratorI agree with moving the 50 cal to tier 2.
Death_KittyModeratorsnipers are not the issues, it’s the US lack of similarly ranged spotters to see and deal with them.
Death_KittyModeratorit terms of what you said: Heavy bombers: yeah i’ll give you this. the issue i have with them is they can come off map in any direction, and you don’t need a dedicated spotter to call them in. (especially with the audio cue sometimes not playing.) I would like to see a radio squad that enables airstrikes only within a certain radius. Don’t know if that’s codeable though.
I find artillery to be fine otherwise, though the issue with rocket arty (looking and SE here) and mortar (infantry doc) is that the rocket arty can make use of multiple player’s munitions call in and bombard constantly, and the tanks/trucks can be position really far back, and the mortar emplacement takes more than 1 satchel charge to kill for some reason. it accuracy could be looked as well. I’ve had way to many squads wiped after just 1 shot.
snipers are fine, the issue with them is just that they are impossible so spot by a lot of allied docs, and that something i want to bring up in a different thread.
rocket arty IMHO should actually do little damage to any entrenched enemy, keeping in mind fortifications should still be relevant. i do feel the SE rocket spam does need some real looking at though.
if you cant bring enough suppression to stop and axis rocket squad from killing your tanks, that is your fault alone. plus allied at squads almost always have to flank to get anything done.
camouflage i think is a bit under powered atm i would like to squads, especially paras, be able to move at half speed rather than at a crawl. it would make dropping paras behind enemy line a far more terrifying and potent strategy, making it easier to ambush anything, easier to avoid patrols that spot your units by chance and forcing out weak detection halftracks, ect. i think the units that have camo right now are a good amount, and the detection units are fairly easy to get rid of. Also like the idea of getting stealthier para drops.
Also just a small note: more micro does not equal better. A micro intensive game just gets really annoying after a while, as if everything needs your attention, then the game becomes a chore to play. Making mortars fire only when ordered for a munitions cost is foolish in my opinion: it makes mortars useless, and forces you to trade munitions from units, upgrades, nades.
Death_KittyModerator*redacted ;)*
- This reply was modified 6 years, 11 months ago by Death_Kitty.
- This reply was modified 6 years, 11 months ago by Death_Kitty.
- This reply was modified 6 years, 9 months ago by Death_Kitty.
Death_KittyModeratoran interesting idea. I could see it being used with the Jackson, and it would give armor doc a counter to the elefant, which it currently does not have.
Death_KittyModeratorI should warn you, some of those guides need to be formatted and updated, but they are great points to start.
Death_KittyModeratorThe model for it does exist in game, I believe, so it might be a thing, but for Wehrmacht… that said I have no clue what goes on in the developers minds so we shall see what they say.
- This reply was modified 6 years, 12 months ago by Death_Kitty.
Death_KittyModeratorsomething that really irks me about this mod is that its actually really difficult to immobilize a tank. Only a satchel charge or a gebelte can do it consistently, and even then, those are hard to get off. There should be changes to make HE arty, the heavy mortar, and mines be able to track tanks
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