Please buff the m1 mortar, Stuart, Opel blitz, Flack HT, tactical movement, hmg42, Sector artillery, Firefly, Royal Enginners, Hold the line, T34/85, Conscript repair, Maxim.
Idk why though just do it lol
COH2 winter balance mod - discussion
22 Feb 2020, 19:30 PM
#861
Posts: 789
23 Feb 2020, 02:19 AM
#862
Posts: 960
A few things that I've recently remembered, that were discussed ages ago:
1. Any chance of making the Sov Repair Station either cost more, or take up pop? The current 125mp/45muni makes it cheaper than OST's bunker (after upgrading), but its arguably much more powerful, since multiple repair posts can repair a single tank. This is particularly a problem in larger games, where I've seen 6+ stations in a small area, essentially instantly repairing vehicles.
2. Any chance of making Sov Forward HQ have a setup time, or making it possible to neutralize? This ability is extremely powerful on certain maps with large, high-HP buildings in key locations (train stations, usually), and there are essentially no early-game counter.
1. Any chance of making the Sov Repair Station either cost more, or take up pop? The current 125mp/45muni makes it cheaper than OST's bunker (after upgrading), but its arguably much more powerful, since multiple repair posts can repair a single tank. This is particularly a problem in larger games, where I've seen 6+ stations in a small area, essentially instantly repairing vehicles.
2. Any chance of making Sov Forward HQ have a setup time, or making it possible to neutralize? This ability is extremely powerful on certain maps with large, high-HP buildings in key locations (train stations, usually), and there are essentially no early-game counter.
23 Feb 2020, 05:43 AM
#863
Posts: 1794
A few things that I've recently remembered, that were discussed ages ago:
1. Any chance of making the Sov Repair Station either cost more, or take up pop? The current 125mp/45muni makes it cheaper than OST's bunker (after upgrading), but its arguably much more powerful, since multiple repair posts can repair a single tank. This is particularly a problem in larger games, where I've seen 6+ stations in a small area, essentially instantly repairing vehicles.
2. Any chance of making Sov Forward HQ have a setup time, or making it possible to neutralize? This ability is extremely powerful on certain maps with large, high-HP buildings in key locations (train stations, usually), and there are essentially no early-game counter.
1. no way. It is doctrine and thus limited. building repair stations mean your engineers are losing other uses. In fact OST bunker needs to cost at least 2 pop cap each. Non-doctrine and spamming in 4v4. Ost is too powerful in 4v4 late games.
2. foward hq only works in 4v4 lorraine forest. no big deal. Just build more arty units when you play that map as axis. Axis has tons of great arty. It is easy to counter if you prepared ahead.
23 Feb 2020, 21:28 PM
#864
Posts: 731
For OST Tech tree change,maybe make P4J and commander P4 request change to phase2?
24 Feb 2020, 19:22 PM
#865
Posts: 1484
I do like the changes for the OKW Tiger but something else needs to replace Panzer commander ability.
24 Feb 2020, 23:20 PM
#866
Posts: 2358
IMO either simply remove the panzer commander ability or make Tiger commander have a weaker version of panzer commander built in. Withouth arty call-in and maybe less sight.
26 Feb 2020, 10:45 AM
#867
Posts: 366
I know some people might have the bolster upgrade by cp1 but can recovery sappers be 5 man when called out.
10 Mar 2020, 12:14 PM
#868
Posts: 830 | Subs: 3
Version 1.3 Changes
Generalist Medium Tanks
In order to make generalist medium tanks more viable in the current meta, their durability is being increased by lowering their target size, making them more difficult to hit.
These changes should reduce the chance to get hit by 7-10% on medium to far range - ex: an 88% chance to get hit becomes an 80% chance.
The changes will not apply to Tank Destroyers and specialist vehicles based on a medium tank chassis. Units like the Sherman Firefly and Sherman 105mm will remain the same due to their role.
Panzer IV, Panzer IV Command Tank, and Panzer IV J
- Target size from 22 to 20
Sherman M4A3, Sherman M4A3 (76), Sherman M4A3E8
- Target size from 23 to 21
T34/76 and T34/85
- Target size from 22 to 20
Cromwell
Because of the above changes, the Cromwell is losing its target size advantage over other medium tanks. This is being compensated with a boost to its MGs to allow the tank to better combat infantry.
- MG cooldown duration from 2/3 to 2/2.5
- MG far cooldown from 1.5 to 1
- MG mid cooldown from 1 to 0.85
- MG far accuracy from 0.35 to 0.4
- MG mid accuracy from 0.55 to 0.575
USF
M36 Jackson
In order to make the Jackson more vulnerable to medium tanks when caught out of position, its armor has be decreased.
- Armor from 130 to 110
Pershing
Similar to the IS-2 and the Tiger, the Pershing will receive a small adjustment to its near AOE damage, reducing the likelyhood that it will kill multiple infantry models with a single shot.
- AOE damage near from 1/0.4/0.175 to 0.75/0.4/0.175
- AOE distance from 0.25/1.5/3.25 to 0/1/3.25
Ostheer
Grenadiers
Due to new changes, we are removing the reduced reinforce cost on Grenadiers. See Heavy Panzer Korps changes below for more details.
- Reinforcement cost from 28 to 30
Tigers (All Variants)
The Tiger got quite a few adjustments that were deemed necessary to remove some of its somewhat oppressive performance. To compensate, we are granting the Tiger a bonus to its turret traverse speed at veterancy 2, something it lacked due to its previous scatter bonus which has now been removed.
- Veterancy 2 now adds +30% turret traverse speed
Heavy Panzer Korps
In an attempt to increase the power of Ostheer's late game without increasing the power of its units, we are giving the structure a passive bonus for the army. This will reward players for teching to T4 and allow Ostheer to be more aggressive by reducing the bleed on core infantry units. The increased capture speed should also allow Ostheer players to retake sections of the map more quickly in the late game.
- Now provides reduces the reinforce cost of Pioneers, Grenadiers, and Osttruppen by 2
- Reduces the reinforce cost of all team weapons by 10%
- Increases the capture and decapture rate of all Ostheer infantry units by 25%
OKW
Command Tiger
The Tiger got quite a few adjustments that were deemed necessary to remove some of its somewhat oppressive performance. To compensate, we are granting the Tiger a bonus to its turret traverse speed at veterancy 2, something it lacked due to its previous scatter bonus which has now been removed.
To make up for the removal of the Panzer Commander upgrade, we are removing one of the penalties of the 'Command Tiger' ability to encourage the use of this ability.
- Veterancy 2 now adds +30% turret traverse speed
- Command Tiger accuracy penalty during 'Command Tiger'ability removed
Panzerfusiliers
The increased range to AT Grenades from veterancy 2 made it too difficult to kite against Panzerfusiliers and gave them too much range against most vehicles when combined with their 5 to 6 man squad. This is being addressed. Furthermore, units will now callout Panzerfusilier grenades that are being thrown.
- Veterancy 2 AT Grenade range boost removed
- Fixed an issue where Panzerfusilier Grenades did not have a callout/warning when thrown.
Sturmtiger
Due to all the recent changes to all heavy tanks, the previously established restriction of mutual exclusion with the Tiger II has been removed.
- Can now be called in if the Tiger II has already been deployed (or vice versa)
IR HT
The overhauled Infrared Searchlight Halftrack is getting slightly more sight range to make it easier and less vulnerable to use on the front line.
- Sight range when set-up from 70 to 80
Soviets
Conscripts
In order to slightly reduce strength of the Mobilize Reserve upgrade, the reinforcement reduction has been slightly lowered.
- Mobilize Reserve reinforce reduction from 3 to 2; changes reinforce cost from 17 to 18
Source: https://community.companyofheroes.com/discussion/comment/287540#Comment_287540
10 Mar 2020, 14:32 PM
#869
Posts: 1794
Well done mod team!
For making axis unplayable cancer in 4v4. Those big numbers hurt my eyes!
Lower reinforcement cost = bunker spam. Bunker need 2 pop cost now
Tiger not only have machine gun maingun, now it turns like a helicopter? May as well make it lift off and start shooting like p47!
What is Jackson rear armor now? 40? It is going to get rekt by ostwind and 222 even!
Why p4 get size buff AFTER pak40 buff? Now allies ATG are worst of worst against med rush. Need to remove pak40 buff or give same to allies
Faster capping? Wow just wow even in 2v2. T4 is so much achievable, so ost get free buffs!
Why Pershing lose its aoe when it has lowest shit range. Buff that to 50 immediately!
Kt and St in 4v4? Wow how many TD we need now? So reduce pop cost of allies TD brahs!
IRHT gets another range buff? Can we revert t70 sight now to be better? And soviet is supposedly have oppressives vet bonus..dot.dot ..dot
Damn axis whine bois got their win... what's next? A panther accuracy or rof buff? Unplayable simply unplayable!
For making axis unplayable cancer in 4v4. Those big numbers hurt my eyes!
Lower reinforcement cost = bunker spam. Bunker need 2 pop cost now
Tiger not only have machine gun maingun, now it turns like a helicopter? May as well make it lift off and start shooting like p47!
What is Jackson rear armor now? 40? It is going to get rekt by ostwind and 222 even!
Why p4 get size buff AFTER pak40 buff? Now allies ATG are worst of worst against med rush. Need to remove pak40 buff or give same to allies
Faster capping? Wow just wow even in 2v2. T4 is so much achievable, so ost get free buffs!
Why Pershing lose its aoe when it has lowest shit range. Buff that to 50 immediately!
Kt and St in 4v4? Wow how many TD we need now? So reduce pop cost of allies TD brahs!
IRHT gets another range buff? Can we revert t70 sight now to be better? And soviet is supposedly have oppressives vet bonus..dot.dot ..dot
Damn axis whine bois got their win... what's next? A panther accuracy or rof buff? Unplayable simply unplayable!
10 Mar 2020, 15:02 PM
#870
Posts: 817 | Subs: 5
...
For making axis unplayable **** in 4v4..
Have you considered playing a 4v4 match with the preview mod and upload the replay to prove your points? or do you simply want to complain about something so you start comparing a 2mp reinforcement reduction with a 150mp bunker spam?
13 Mar 2020, 17:20 PM
#871
Posts: 1484
I LOVE the changes to the Tiger! Lets see what this entails for the Jacksons in 3 v 3s and 4 v 4s but very good changes overall!
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