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COH2 winter balance mod - discussion

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26 Jan 2020, 09:39 AM
#321
avatar of Katitof

Posts: 17914 | Subs: 8

jump backJump back to quoted post26 Jan 2020, 02:52 AMmrgame2
Any thoughts about decreasing fall time of sight flares?
They reveal big area for too long and uncounterable.
Distort the need for true sight tactics.

IRHT got hit. So sight flares is next?


Now that command panther is out of meta for good, spec ops flares, while I agree with you, still are pretty OP, aren't such a big issue anymore.

But yes, to encourage more use of new UHU we could nerfs pfussies flares a bit.
26 Jan 2020, 10:20 AM
#322
avatar of Stug life

Posts: 4474

jump backJump back to quoted post26 Jan 2020, 08:47 AMzerocoh


that is some awful aiming, you need to shoot behind the target, if you use ST all the time you would know.
then the range of the strum tiger is 30 35 not 40 as u Need to aim behind
26 Jan 2020, 11:20 AM
#323
avatar of blvckdream

Posts: 2458 | Subs: 1

One idea I had when thinking about how to fix the Soviet Airborne Doctrine:

Make Airborne Guards an AT-specialist squad similar to tripple elite Bazooka rangers:

- Give them the same starting RA as normal Guards but replace the veterancy RA buff with a damage reduction similar to what Grens get so they become a very durable AT-infantry squad. Higher survivability than tripple Bazooka Rangers but less alpha strike damage.

- Give them 3 SVTs + 3 PTRS (with better anti-tank stats than the regular Penal PTRS, more penetration and better reload) + AT-Satchel

--> Now the Airborne Guards have synergy with the doctrine as a AT element to support the SVT Cons.

Then replace the IL2 AT Rocket strafe with either the IL2 AI loiter or the IL2 precision bombing run.

That would make the doctrine have good synergy without being overly cancerous and still viable for 1v1 and 2v2.
26 Jan 2020, 11:24 AM
#324
avatar of blvckdream

Posts: 2458 | Subs: 1

Then as I pointed out in the other thread.

Panzerfüsilliere need to lose the extra range snare and get a regular 15 range snare like Volks, Conscripts, Riflemen and Sappers.

Right now they have 22.5 snare range at vet 2 and 18 at vet 0.

The privilege of having 18 range snare should be reserved for Grens because they are vulnerable to vehicles (4 Man squad).

A 6 man Panzerfüssilier squad with sprint and flares should not have more range on their snare than Grenadiers. It makes no sense.
26 Jan 2020, 11:26 AM
#325
avatar of T.R. Stormjäger

Posts: 3588 | Subs: 3

Pfusiliers should lose a G43 as well.
26 Jan 2020, 11:40 AM
#326
avatar of Stug life

Posts: 4474

Pfusiliers should lose a G43 as well.
no penal alredy alredy better at long range while costing less overall resources
26 Jan 2020, 12:28 PM
#327
avatar of Kurobane

Posts: 658

jump backJump back to quoted post23 Jan 2020, 21:13 PMRaxzero
I've done some tests and here's my feedback.

Let's start with UKF:

-Smoke barrage addition to Pyrotechnics IS is definitely great but I think cost should be increased since it doesn't require IS throwing a flare and arrives fast. Something like 40 munitions is a good price for an ability that has so much range and doesn't work like flares/grenades but works as a call-in. If we consider the newly added Medic upgrade to the T0, everyone might start to go for Pyrotechnics IS and it might be too OP.

-While we're talking about T0 medics, I think something like Soviet HQ medics would work better than the current implementation. Everyone will just keep their medics on their base anyways, there's no point in making them mobile.

-Airlanding Officer is too OP. Back then when he was in an overpriced doctrinal ability that nobody uses, his abilities were okay but now that it's added without the glider and as a stock unit, no less, free Officer Charge and 30 munitions for the best Recon Sweep are too much on top a Gammon Bomb. Gammon Bomb should stay since it's an assault squad but Recon Sweep definitely needs a price increase and Officer Charge shouldn't be free.

-HQ Glider is just fine. It works as a Commando Glider now but with Medics and FRP for 100MP (Both of them nullified the instant Glider is destroyed). It's still a big target, its HP depends heavily on the location it lands on and it can be killed with small-arms fire. There's no need to buff/nerf it further.

Now, let's get to the worst part of the patch: Fragmentation vs Cluster bombs.

-Fragmentation Bombs now arrives way faster than it was before, it's practically impossible to completely dodge them on the edge of the map even if you start dodging the moment you see the red flares. I don't think that's fair at all. Fragmentation Bombs, unlike Cluster Bombs hit the enemy instantly the moment they're dropped from the plane and it's guareented to wipe anything with a flesh on the line. Buffing the speed of the plane to 275 is way too much. I think something like 225 should suffice.

-Cluster Bombs are now completely easy-to-dodge. I'm sad that Recon Support is nerfed twice and given nothing in return but at least Cluster Bombs are balanced for their price now, I guess.

Some bugs I want to report btw:

-For some reason, Paratrooper Support Squad has 28 reinforce cost in the Winter patch. False alarm. It was 28MP all along. Thanks to RepoRogue for correcting me.

-Falls can't capture points any longer. I can understand an elite squad such as Falls shouldn't have snares but taking away their ability to capture points? Isn't that too much? Lol False alarm, I just tried spawning them through the ability rather than the control panel and there is no problem.

-Tiger, just like King Tiger, no longer appears on the commander abilities when the commander is selected and only appears when all HQs are deployed. Now, this isn't a big problem but I think people will be shocked (I did, lol) when they see this after patch is implemented. So, letting it appear on abilities but locking it with a "All HQs need to be deployed." notice ,just like you did with other factions, is the best option. Although, this isn't a priority.



I agree that T0 Medics should function like the Soviet HQ Medics. While we are at it, Whermacht could use a T0 Medic Upgrade as well (Yes Whermacht could make a Medic Bunker in Base but So could British if they made a Forward Assembly in base and upgraded it however this would be a small quality of life change) Though Personally I feel all factions should have T0 HQ Medics as it would provide an alternative to Forward HQs which are obviously far superior to the factions that have it available to them than standard retreating.
26 Jan 2020, 13:22 PM
#328
avatar of Raxzero

Posts: 55


I agree that T0 Medics should function like the Soviet HQ Medics. While we are at it, Whermacht could use a T0 Medic Upgrade as well (Yes Whermacht could make a Medic Bunker in Base but So could British if they made a Forward Assembly in base and upgraded it however this would be a small quality of life change) Though Personally I feel all factions should have T0 HQ Medics as it would provide an alternative to Forward HQs which are obviously far superior to the factions that have it available to them than standard retreating.


Yeah, I always wondered why they didn't give every faction (except OKW, obviously since that'd be a big balance change) just T0 HQ Medics and be done with it. Asymmetrical gameplay, I guess?
26 Jan 2020, 13:53 PM
#329
avatar of ZeroZeroNi

Posts: 1563

jump backJump back to quoted post26 Jan 2020, 13:22 PMRaxzero


Yeah, I always wondered why they didn't give every faction (except OKW, obviously since that'd be a big balance change) just T0 HQ Medics and be done with it. Asymmetrical gameplay, I guess?

The mod team just keeps on eroding asymmetry from the game. No more 2 man sniper, self healing vs base healing. What else next they'll make every on 5 man.
26 Jan 2020, 14:31 PM
#330
avatar of Acidfreak

Posts: 281

One idea I had when thinking about how to fix the Soviet Airborne Doctrine:

Make Airborne Guards an AT-specialist squad similar to tripple elite Bazooka rangers:

- Give them the same starting RA as normal Guards but replace the veterancy RA buff with a damage reduction similar to what Grens get so they become a very durable AT-infantry squad. Higher survivability than tripple Bazooka Rangers but less alpha strike damage.

- Give them 3 SVTs + 3 PTRS (with better anti-tank stats than the regular Penal PTRS, more penetration and better reload) + AT-Satchel

--> Now the Airborne Guards have synergy with the doctrine as a AT element to support the SVT Cons.

Then replace the IL2 AT Rocket strafe with either the IL2 AI loiter or the IL2 precision bombing run.

That would make the doctrine have good synergy without being overly cancerous and still viable for 1v1 and 2v2.


So you want to create another unit which is neither AI nor AT? Ptrs barely penetrates. I'm not sure how much penetration an anti tank rifle would beed to penetrate heavy armor.

This doctrine is already muni starved. People can already use AT satchels of penals bro. And whenever you need to throw a satchel you need to get into range and use munitions.

So no thanks. Better give lend lease bazookas than ptrs and satchel s**t.
26 Jan 2020, 14:47 PM
#331
avatar of blvckdream

Posts: 2458 | Subs: 1



So you want to create another unit which is neither AI nor AT? Ptrs barely penetrates. I'm not sure how much penetration an anti tank rifle would beed to penetrate heavy armor.

This doctrine is already muni starved. People can already use AT satchels of penals bro. And whenever you need to throw a satchel you need to get into range and use munitions.

So no thanks. Better give lend lease bazookas than ptrs and satchel s**t.


Can you read? I wrote boosted PTRS stats. Similiar to how elite Bazookas on Rangers are better than normal Bazookas on Rear Echelons.

And I said strictly AT-specialist infantry. It's even underlined. Seriously how bad can one's reading comprehension be to not even notice the things that are highlighted.
26 Jan 2020, 14:56 PM
#332
avatar of Cardboard Tank

Posts: 978

As others have asked already: Could someone confirm that there are Ostheer changes in the making? If this question is further ignored I guess we have to assume the patch is an utter failure.
26 Jan 2020, 15:30 PM
#333
avatar of Lago

Posts: 3260

As others have asked already: Could someone confirm that there are Ostheer changes in the making? If this question is further ignored I guess we have to assume the patch is an utter failure.


Assume whatever you want. They'll release what they've got when they're ready.

The big UKF emplacement overhaul was in, what, the fourth iteration of DBP?
26 Jan 2020, 15:46 PM
#334
avatar of Katitof

Posts: 17914 | Subs: 8

One idea I had when thinking about how to fix the Soviet Airborne Doctrine:

Make Airborne Guards an AT-specialist squad similar to tripple elite Bazooka rangers:

- Give them the same starting RA as normal Guards but replace the veterancy RA buff with a damage reduction similar to what Grens get so they become a very durable AT-infantry squad. Higher survivability than tripple Bazooka Rangers but less alpha strike damage.

- Give them 3 SVTs + 3 PTRS (with better anti-tank stats than the regular Penal PTRS, more penetration and better reload) + AT-Satchel

--> Now the Airborne Guards have synergy with the doctrine as a AT element to support the SVT Cons.

Then replace the IL2 AT Rocket strafe with either the IL2 AI loiter or the IL2 precision bombing run.

That would make the doctrine have good synergy without being overly cancerous and still viable for 1v1 and 2v2.

Soviets don't need 4 different AT squads, 3 of which being doctrinal PTRS.
26 Jan 2020, 16:37 PM
#335
avatar of SkysTheLimit

Posts: 3423 | Subs: 1


The privilege of having 18 range snare should be reserved for Grens because they are vulnerable to vehicles (4 Man squad).

A 6 man Panzerfüssilier squad with sprint and flares should not have more range on their snare than Grenadiers. It makes no sense.


+1

Never understood why their snare is longer range. I believe it does slightly less damage but I think everyone would rather have range in this instance
26 Jan 2020, 16:48 PM
#336
avatar of Kirrik

Posts: 573

jump backJump back to quoted post26 Jan 2020, 09:39 AMKatitof


Now that command panther is out of meta for good, spec ops flares, while I agree with you, still are pretty OP, aren't such a big issue anymore.

But yes, to encourage more use of new UHU we could nerfs pfussies flares a bit.


Out of meta thanks to Grand Offensive doing everything (aside of flares) better than Spec Ops, give Spec OP's a Tiger and everyone would spam it again. That does not change flares being busted
26 Jan 2020, 18:31 PM
#337
avatar of Acidfreak

Posts: 281



Can you read? I wrote boosted PTRS stats. Similiar to how elite Bazookas on Rangers are better than normal Bazookas on Rear Echelons.

And I said strictly AT-specialist infantry. It's even underlined. Seriously how bad can one's reading comprehension be to not even notice the things that are highlighted.


Yes i can read. I said in response of your suggestion to equip 3svt and 3 ptrs. Why would AT specialist need svt then?
And i said i'm not sure how much penetration value to increase. That means i acknowledged your statement of boosted ptrs.

Edit: i know rangers have 3 carbines i think. Or some other rifle. But 3 ptrs =/= to 3 zooks. So an AT specialist doesn't need svt then.
27 Jan 2020, 00:40 AM
#338
avatar of IncendiaryRounds:)

Posts: 1527

Permanently Banned
Bal team needs to undo the "unintentional" buffs to USF officers that were affected by the unnecessary rifle buffs.
27 Jan 2020, 04:44 AM
#339
avatar of zerocoh

Posts: 930

then the range of the strum tiger is 30 35 not 40 as u Need to aim behind


yeah, if you let the ST get this close you deserve getting wiped, but shooting at 40 range and guaranteed wipe every shot. This is fair for everybody.
27 Jan 2020, 05:53 AM
#340
avatar of Kobal

Posts: 155

-Valentine should no longer reveal itself on random occasions when in Recon Mode

Should probably make it so the valentine just does not ever reveal itself in any mode. I still get the issue where it reveal itself in the fog of war for no reason while not in recon mode , I think it does it in both stance.
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