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OrdoParticipant
You’re a troll, stop complaining. Most of your arguments apply also to a lot of arty, airstrikes etc. Most of the Airstrikes are no-brainer. Wtf even Arty is a no-brainer.
Both of them are late game call-in abilities, they cost a shitload of resources and have a long “reload time”.
Jesus Christ . . .
I accept that you have your problems with those units and they might be not perfect, but your arguments why they should be deleted from the mod (for a specific time) are just nonsense. Even the “no skill” thing . . . Arado and B26 are like fire-and-forget weapons, without the homing issue.. aka Skill, since you need to adapt your enemies next move in order to make it hit.
The Arado my be fast af but it takes a bunch of time before it even shows up on the map.
So even if you’re doing your “I need my bunch of units in order to make this doctrine work” offensive they should be on the move. If you get hit by it then your enemy was smart and was able to know your next move. If you know you play against Wunderwaffe you can provide yourself against it. And if you just wait with your troops at one place and the get rekt by one of them it’s also your fault.
Surely it’s sometimes hard to deal with them but I’m pretty sure I never lost one game just because they nuked my whole army (they probably never did cause i split my units).
Your “Problems” aren’t problems.
I could write on and on and on (e.g. emplacements, blobbing (3 units with one order and moving close together are a blob), Your sherman’s that are somehow too slow, Arado/B26 being the only thing to stop blobs, etc.)
Yeah pretty sure you’re trolling.
OrdoParticipantDon’t just delete them, especially the Arado… I don’t care about the B26.
They are not “Army Delete Buttons”, only when you’re blobbing and in that case it’s your fault that you lose your army. It’s not the mods fault for implementing weapons like the Arado or B26!
I mean I have no experience on how to mod CoH, but I’m pretty sure that there is a way to “balance” them by changing Area of Effect, the amount of bombs they drop and their damage output. So maybe instead of deleting them tweak those settings parameters.
In my opinion they are fine, but if you feel like they need some changes, do so.
- This reply was modified 6 years, 4 months ago by Ordo.
OrdoParticipantyes yes yes yeeeees
OrdoParticipantTo be honest… I totally forgot about the Gebirgsjäger and the leIG 18. But that just encourages me in my points.
- This reply was modified 6 years, 5 months ago by Ordo.
OrdoParticipantYeah there is actually too much AT in form of Infantry AT on the field, especially in late game. This is a big problem since most of the elite units have access to AT and as they won’t get pinned by Tank MG fire Tanks like a PZ 4 with HE Gun are useless.
The last game with Olhausen is a good example, his Rangers were absolutely destroying my light and medium tanks if they came close enough. The PZ4 HE e.g. : You would think that it should be able to deal with one squad of rangers, but that’s not the case. They have around the same range in terms of effective actions. Rangers just hit the “Lead the Way” Button (is this how the ability is called?) and even with 2-3 shots of HE they destroyed it with one it.
Removing the amount of Inf AT held by normal units could be a way of making light vehicles and tanks up to medium tanks more attractive.
BUT
The main thing that is killing those tanks is Infantry running directly at the tank. I mean like straight.
I don’t have a problem with losing a tank to a sneaky AT squad or a AT squad around the corner, what bithers me is this straight sprint towards a tank without getting pinned or killed or whatever.
OrdoParticipantWell, I’m fine with the fact that you don’t like the idea and I don’t want to change your mind since it’s a personal choice, but I want to respond to you points.
First I don’t see a problem with the fact that they are Panzergrenadiers. They are no elite infantry just because they are Panzergrens, they may be in the mod since they are a call-in unit, but that is exactly the point I want to change.
Grens are atm only the basic units of Wunderwaffe and Verbrannte Erde, yeah I know IW also has its grens but 1. they aren’t german Grens and 2. it’s a completely different infantry system with IW. Additionally to change them from a Grenadier to a Panzergrenadier isn’t that kind of a big deal.
Last but not least the problem with making them to an earlier call-in unit is, that it most likely would imply a change of the Techtree, which isn’t asked for at the moment. But that is a point only a dev could talk about, however they seem to be rare these days on the forum. ( ͡° ͜ʖ ͡°)
- This reply was modified 6 years, 8 months ago by Ordo.
OrdoParticipantSo no other thoughts on this?
OrdoParticipantYeah ok in that case it would make sense. Instead you could give the Ost Freiwilligen the ability to build sandbags. But I seem to recall that Olhausen once said this is a thing they want to add for every infantry unit at some point, it’s just a whole lot of work to do.
OrdoParticipantTo buff IW, or what is the intention behind this?
If so I’m actually not sure if this would help a lot. Most of their abilites are locked behind the techtree iirc. Also they wouldn’t help a lot, besides helping to build up a few early defense constructions, since they are unarmed.
Sure their HHL 3 could help against tanks, but a Panzerbüchsenschütze would help more in the early phase of a match.
I mean yes , you could do it but I just don’t see the advantage of it atm. At least not in the way I looked at it.
OrdoParticipantA complete rebalance of the doctrine was never my intention, but good point. Without adjusting them to their new role they surely would be the best starting infantry. First of all they are that powerful because they are already fully upgraded (except the Panzerschreck). Due to this it would be necessary to change the armament to Upgrades (Riflegrenade, 2x STGs, MG34 (right now a MG 42), M1 Garand?!). Furthermore you probably need to take a look at their stats and adjust them.
-> “PS: Their upgrades could be blocked behind other upgrades to avoid being OP early too.”
However, since the SS starting infantry for Wunderwaffe and VE needs a buff imo it wouldn’t be that kind of a big deal to integrate them.
Concerning the “VE also gets mobile pioneers and Black Cats”, I don’t think that there is a need to change those units in any way, if the SS Panzer Grenadiere get adjusted in the right way. If any then most likely the Black Cats, but they also should get a nerf owing to the “elite units nerf”.
OrdoParticipantYep, this MG suppresion thing on german side is a problem (, especially the MG 34?). There is also a big difference between the damage of a LMG 34 and the BAR, idk if it’s intended like this but to me it seems a bit strange.
OrdoParticipantidk how its sight compares with the one that the Panzerbeobachtungswagen gets but I think they are nearly the same (are they?)[mongalong]: somethingbut the thing is, in comparison with the “verbrannte erde sight giver”, it’s way to cheap[mongalong]: somethingmaybe you should make them more expensive and add a upgrade you have to for the foxhole before you get access to the binoculars ability[mongalong]: somethingthey both have this observation mode[mongalong]: somethingi know, but since they give you the exact same ability type, it is really idk “unfair?” that the US get’s it for “free” in comparison to a tank. If the US looses their observers “who cares”, they are cheap, just build another one. If you loose your 223 “ok its ok, ill get another one in 3 min” but if you loose your beobachtungspanzer that’s just “fuck my life”, not to mention that you loose your complete ability menu as your pz 4 blows up in a thousand pieces, which the US doesn’t since they have everything in the base, they just need to build a cheap squad.Ok and another thing.I don’t know if you already thought about it, but I think it would be a good idea to look at the german [Verbrannte Erde] and the US [artillery doctrine] artillery abilites and how long the “reload” time for each ability is in comparison to its damage output.Just a thing to balance them, since it would be a bit strange if two abilities ( a german and a US one ) have the same reload time but their damage output is completely different.OrdoParticipantI mean the normal mortar troop of the artillery doctrine. The one you can build.
OrdoParticipantcough
You really need to get rid of elite units don’t give a damn about a MG in front of them and still get in range with their flamethrowers. aka suppression.
ASAP
And I mean this bloody serious.
OrdoParticipantregarding the whole mod:– all elite units are imo way too super-soldier-like, especially when they’ve got their vet “cough cough” airborne doctrine “cough cough”, they need to die faster since they are also just humans– something that applies only to annihilation: I actually don’t know how to fix it but the number of games that ended in a tie is just too high. The problem starts after a specific period of time, everyone has access to his most powerful units (which is obviously ok) but somehow the game becomes static. If you lose your unit you just call it in again. If your enemy loses it he does the same. Maybe it’s because of the amount of tanks you can get and that inf-warfare fades into the background, since the non-elite units just get shredded by the amount of tanks they have to deal with.regarding specific units:– I don’t think I need to talk about Old Croc etc.
– Radvecheeky explorer company, you really need to get rid of this pinning effect– Vickers, this cone of fire needs to be adjusted– Luchs needs a buff-all the light vehicles (221, 222, etc.) need a buff or something that makes them more usefull, it’s a shame that they don’t get used-mortar unit of the US artillery docrine needs a nerf, since they destroy everthing-Hans Rudel needs a buff -
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