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russian armor

First big post-launch patch hits COH2

10 Jul 2013, 11:57 AM
#22
avatar of Qvazar

Posts: 881

German 222 Halftrack

I've never seen this unit before, is it a mix of SdKfz 222 Scout Car and SdKfz 250 Halftrack? <444>_<444>
10 Jul 2013, 12:06 PM
#23
avatar of Umbert

Posts: 119

There are already two typos in the changelog:

The German SdKfz 222 is the Scoutcar, not the Half-Track and the 0.125 value is its far accuracy and not its near accuracy.

That gives the Soviet Scoutcar
Damage: 10
Accuracy: 0.6 – 0.2
Rate of Fire: 8
Cooldown Duration Mod: 0.6 – 1

German Scoutcar
Damage: 5
Accuracy: 0.5 – 0.2
Rate of Fire: 18
Cooldown Duration Mod: 1 – 1

Edit: Posted while Qvazar posted. And Scoutcar with MG is actually SdKfz 221. ;)
10 Jul 2013, 12:34 PM
#24
avatar of cataclaw

Posts: 523

10 Jul 2013, 13:56 PM
#25
avatar of cr4wler

Posts: 1164



I know you said anti infantry, thats why I brought up the mid/late game versatility of weapon crews. People keep saying nades can be dodged, but every top player gets (AT) naded in every single game as shown by the latest tourney. Next to that, its not certain you have to retreat. Bundle nades can take down houses.

The point is that advocating weapon crew spam after a patch that tries to diminish this, without actually playing with these adjustments, seems rather refractory.



it seems you did not read my post. i was not advocating weapon team spam, i was stating that it is unfathomable to me how someone might have come up with the idea of squad sized weapon crews in the first place.

also: AT-Nades are fire and forget and therefor not even close to rifle grenades/molotovs/bundled nades/demo charges/you name it. trying to dodge AT nades is like trying to dodge sniper shots.

The point is that quoting me without actually having read (or understood) my post seems rather refractory.
10 Jul 2013, 15:07 PM
#26
avatar of The_Riddler

Posts: 336

jump backJump back to quoted post10 Jul 2013, 10:08 AMcr4wler
especially with the new capping system there is no real downside to just getting all weapon crews for anti infantry.


This advocates weapon crew spam, unless you prefer strategies with real downsides over strategies without real downsides.

Again: this patch tries to diminish these kind of strategies. Claiming there is no real downside to these strategies, while neglecting the adjustments, is considered refractory.
10 Jul 2013, 15:12 PM
#27
avatar of cr4wler

Posts: 1164



This advocates weapon crew spam, unless you prefer strategies with real downsides over strategies without real downsides.

Again: this patch tries to diminish these kind of strategies. Claiming there is no real downside to these strategies, while neglecting the adjustments, is considered refractory.


i guess if everything you could do in coh2 would be to either build infantry or build weapon crews, you would be right. fortunately, that is not the case. saying it is, is considered refractory.
10 Jul 2013, 15:58 PM
#28
avatar of Marcus2389
Developer Relic Badge
Donator 11

Posts: 4559 | Subs: 2

Let's see how players will adapt to these changes. For example, I'll reconsider using Marcus Cars at all...or not :D
10 Jul 2013, 17:37 PM
#29
avatar of The_Riddler

Posts: 336

jump backJump back to quoted post10 Jul 2013, 15:12 PMcr4wler

i guess if everything you could do in coh2 would be to either build infantry or build weapon crews, you would be right. fortunately, that is not the case. saying it is, is considered refractory.


You dont see any real downsides in solely getting weapon crews for anti infantry, yet you consider other units/methods, because.....you have the possiblity to build/apply other units/methods with real downsides in dealing with infantry...?
10 Jul 2013, 18:01 PM
#30
avatar of cr4wler

Posts: 1164



You dont see any real downsides in solely getting weapon crews for anti infantry, yet you consider other units/methods, because.....you have the possiblity to build/apply other units/methods with real downsides in dealing with infantry...?


:-D
i yield dude, you win... your reasoning is just too much for me.
10 Jul 2013, 18:07 PM
#31
avatar of Basilone

Posts: 1944 | Subs: 2

jump backJump back to quoted post10 Jul 2013, 11:38 AMTrainzz
Good patch, hoped for a pak improvement, tho. Atm they just feel useless :p

4 men is kinda an improvement.

But I don't really know why MG42 needed 4 men, or Russian PM mortar needed a nerf because every mortar except for the 120mm was underpowered imo. You could also nerf the 6 man weapon crews by buffing the AoE from bundled grenades. They do a ton of damage, but blast radius is almost non existent.
10 Jul 2013, 22:31 PM
#32
avatar of Le Wish
Patrion 14

Posts: 813 | Subs: 1

I also dont like 2 side mortarchanges that are somewhat drastic. Think it might sway to much.

4 man crews on AT and mortars are ok, but as for MG42s, not that sure. Other than that I think it looks good on paper. We will see what happens ingame though. Also prefer smaller patches rather than a huge one with tons of new balancing that will take a long time to evaluate.
11 Jul 2013, 07:25 AM
#33
avatar of Flachpfeife

Posts: 18

at least a balance patch!

im looking forward to seeing CoH2 in roughly a year. how it will have changed and grown. i mean, look at how long it tool CoH1 to get what it is now (and without the steam support how much of a pain in the ass it was to update it everytime you had to reinstall).

also, to add something to the rant:

WHAT, SU-85 still doesnt have laser-guided V2 rockets and where is my army of artillery elefants? geez, relic, you suck at balancing.
11 Jul 2013, 08:20 AM
#34
avatar of Konamacona

Posts: 19

SU-85 isn't OP. It's annoying - play around it.
11 Jul 2013, 08:53 AM
#35
avatar of LacunaIntroRiot

Posts: 51

conscripts have merge, grenadiers don't - having 4 men german weapon teams (assuming they have the same HP as 3 men weapon teams before patch) would mean that capturing weapons as ostheer will be less effective as it was before (you can't merge, and you only get 3/4 of 80 HP = 60 HP on your team). Slightly buffing the stats of ostheer weapon teams or removing one or two men of soviet weapon teams would have made much more sense with the current mechanics of the game.
11 Jul 2013, 09:11 AM
#36
avatar of LeiwoUnion

Posts: 172

conscripts have merge, grenadiers don't - having 4 men german weapon teams (assuming they have the same HP as 3 men weapon teams before patch) would mean that capturing weapons as ostheer will be less effective as it was before (you can't merge, and you only get 3/4 of 80 HP = 60 HP on your team). Slightly buffing the stats of ostheer weapon teams or removing one or two men of soviet weapon teams would have made much more sense with the current mechanics of the game.

I'm pretty sure the health per man didn't change, so the wehrmacht weapon teams have actually more health than before. So, capturing a weapon with 3 men still gives you the same weapon team as before, now you can just reinforce it with one extra guy.
11 Jul 2013, 09:28 AM
#37
avatar of cr4wler

Posts: 1164

since HP is entity based, i am almost certain that the HP didn't change.
11 Jul 2013, 09:34 AM
#38
avatar of LacunaIntroRiot

Posts: 51

thx for that info, I thought HP is squad based - in that case ignore my previous argument ;)
11 Jul 2013, 09:46 AM
#39
avatar of cr4wler

Posts: 1164

common misconception, but it would be pretty hard to have random squadmembers die, when they have no associated HP value. also, team weapons do not belong to a squad anymore if they are "abandoned" (aka decrewed), but they still have a HP value attached to them, since they are an entity (so, in a way, russian team weapons have 7 crew members, since they have 7 entities in the squad :-P)
11 Jul 2013, 09:54 AM
#40
avatar of Mauser

Posts: 255

jump backJump back to quoted post10 Jul 2013, 11:38 AMTrainzz
Good patch, hoped for a pak improvement, tho. Atm they just feel useless :p


Umm, the pak was improved, it now has 4 men?

This will play a huge role on vetting paks (and mg's/mortars for that matter).

Personally I would have liked paks accuracy buffed as well, but 4 men will help since they won't die instantly to flanks. Can be very irritating after me babysitting them carefully to get vetted and then just dying instantly to a flank with no time to react (resulting in my opponent stealing it). Vetted paks are a lot better at killing stuff, so with 4 men it will be more worth it to get them vetted and at least a bit easier to keep them alive.

Paks will now have effective 3 men teams instead of 2 men cos last one runs away. I wonder if Pak 43 88mm emplacements also have 4 men now... (Question: do you get back the manpower for the retreating member cos it should be like that imo :)

I might also start using german mortars again cos i like them but they were useless before the patch.

I also have a question about re-crewing, I hope they didn't make it so that re-crewing a weapon (mg/pak/mortar) uses up all 4 of your pio/gren/whatever squad. Hopefully only 3 men are used so you can reinforce the re-crewing squad.
11 Jul 2013, 10:12 AM
#41
avatar of Mauser

Posts: 255

I'd like to explain the M3 change on units garrisoned. It's not like when the M3 dies you have 50% of chances to lose the squad, it's 50% per entity, so for each soldier. The chances to lose the entire squad are minimal :)

About the other changes to tanks you are asking, Relic knows about that and changes will be made. And Stephenn, that's exactly what I think too.


Cool thing is that if he uses sniper in the M3 then there is a 50% chance for each member to die when M3 is destroyed. Thus there is 25% chance that both die when M3 explodes. There is also a 75% :hyper: chance that one (or both) of the two snipers will die, thus making it easy to chase down the remaining member with the german 222(or whatever unit) you killed it with.

Chances for larger squads are obviously lower yes, as Marcus correctly mentioned, so his cars will still be very viable. ;)

I like the way they made it risk vs reward, cos now its a gamble putting units in the M3. Micro'ing M3's and last second disembarking is going to be a huge thing from now on for soviet clown car spammers :D

Im also very glad the 222 got a buff cos it was only useful at killing M3's. Haven't tried it yet but maybe it will be better vs inf now. 222's damage took a slight nerf, but its rate of fire and accuracy were increased. Having 0.2 accuracy instead of 0.125 is a huge increase, maybe this will mean they do a lot more damage in general (also to infantry)?

Lastly, I wonder wether at nades and fausts will be changed in a future patch cos dodging them is very hard and you can't micro out of range once the animation started. Maybe they should make it so that if you are out of a certain (longer than casting) range the nade/faust will not be thrown/fired and other player gets back his cooldown/munis.

To explain my point: Currently you can drive on the road at full speed past scripts, they cast and animation starts, and by the time they throw you are miles away and the football player script still throws. This is like a missile locking system. Maybe the "locking system" should cancel if you are far enough away (a distance further than the initial cast range but not more than a certain amount) by the time he tries to throw it (same applies to faust for ostheer).
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