COH2 winter balance mod - discussion
Posts: 3588 | Subs: 3
Posts: 810
Tommy dont need moving accuracy buff and still UKF late armors are trash
Mod team guys dont know what UKF have problem
I'm very disappointed and this patch won't change the current state of the UKF
Posts: 416 | Subs: 1
Remove IR HT completely. Replace with either 250, 251 or 222.
Might as well, kinda. Then, IR Halftrack could be buffed and made a replacement for OKW Spec Ops Flares. It could use the same flares from Ost's Mobile Observation Posts.
ALSO: Why not have on-map firing for the new smoke barrage? It looks more consistent and allows for a more unique (slow but big) smoke ability. Most of the stuff is in the game files already, or could be copied from my mod.
I would also recommend changing the Pyrotechnics Supplies unit symbol to the one with binoculars, fitting their artillery spotting and increased sight. The current one with Lieutenant diamonds doesn't make as much sense.
Posts: 1794
Remove IR HT completely. Replace with either 250, 251 or 222.
Replace with supply trucks. Okw can't build caches
Posts: 1794
I see why ukf is not used in last tourney, but was it purely UP faction or just there are better more suitable factions in high stakes 1v1 ?
Is ukf that worse than wehr, in pure performance?
I thought modteam wont take small samples to guide the changes?
IS vs grens is looking worse now. Did mod team forget wehr existence? Its performance is worst in that tourny.
Even against volks, pure buff...
Ukf - pure pure buffs
Almost as if ukf is bad performance?
Now even flame arty deal less damages?
Yet okw trucks get whacked at distance?
Okw also gets nerfs here.
Usf somehow get nades buff?
Sov guards need buff while pfusilers lost snares..
Its like axis won the last tourny comfortably...and need balancing
Posts: 3423 | Subs: 1
Btw u must be really delusional if u think a worse kubel will ever see play
Lol says the guy who just compared himself to tournament level player...
I literally JUST said they can increase the vision, I don't know your this incapable of reading while still posting here
Posts: 8154 | Subs: 2
Posts: 833
And now we'll have non-lmg Tommy death blobs that fire on the move. I like a lot of what the balance team has done over the last years, but this is a catastrophe.
In recent months there were numerous threads on what to do with the Brits, and those had some great ideas. But the general consensus was to do anything that does not involve buffing Tommies or the UC. This patch does both.
Why did people not want section buffs? Because we know how this story ends. The last time the balance team tried to rework sections it resulted in the Tommy death blob that was nerfed last year. And at least in that rework, when they made sections better out of cover but slightly worse in cover, they took something away from them. This patch literally only buffs sections to such a degree that it can only have one outcome.
The WASP has literally been absent from all high level play since the nerfs. So what do you suggest if not an armour buff?
The unit already needs to get practically into faust range to burn anything (Vickers can sit way back in comparison). So a bit extra armour is valid.
God some of you people just want to keep a faction people paid for down in the nerfpit to the point top britplayers avoided the faction because of how trash they were last tournament.
Posts: 1794
The performance is fine and dont need buff.
It also have great vets.
Some top players do use it in 2v2 i seen
Posts: 732
Posts: 40 | Subs: 1
Posts: 4183 | Subs: 4
Moderator messaage: This thread will be watched closer than normal by the mod team for anything deemed unconstructive to the discussing of the new balance mod. If you don't want your posts invised, keep it on topic and take your back and fourths to PMs. Thank you
Posts: 44
Maybe add a global “heavy tank upgrade” that needs to be bought if there needs to be an artificial delay in heavy timings.
Also, the KT really needs some love. It is almost never seen anymore.
Posts: 42
Posts: 2358
Why would we give a faction an FRP and an HT stock? Do you want them to never have to go back to the base sector after they leave it???
USF has it in the fotm of mayor+ambo. You only miss the lackluster MG from the HT, but thats not the main use of the unit though.
I dont see you complaining of USF at all...
I am pleased there is a patch after all. The game must evolve. But some changes let me down more that i expected. Hopefully playtest will show me i was wrong.
I agree ST shoud not limit KT
Posts: 785
USF has it in the fotm of mayor+ambo. You only miss the lackluster MG from the HT, but thats not the main use of the unit though.
Make the IRHT 160hp and its a deal tbh.
Besides the map hack and unfixable permaspot bug the other big issue with this unit was the full HT HP and armor.
Posts: 3423 | Subs: 1
You only miss the lackluster MG from the HT, but thats not the main use of the unit though.
That is not true, HTs also have more health and don't have to be standing still in their own territory to reinforce
Posts: 1794
Besides okw now expensive call in.
I suggest axis cooldown timer be 20s earlier, if we don't touch the td counters
Posts: 1563
New ass tommies vs Pgrens:
EHP: 400 v 400
dps: 66.3 v 62
vet: +40% acc -36% ra -25% cd v +40% acc -29% ra -25% cd
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