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[Winter Balance Update] General Discussion

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12 Dec 2020, 13:09 PM
#441
avatar of mongman

Posts: 27

jump backJump back to quoted post12 Dec 2020, 12:56 PMKatitof

Not really, because stuka was BUFFED vs emplacements and emplacements are already ridiculously easy to counter by both axis factions to the point where they are barely usable outside of advanced emplacements doctrine.


didn't the stuka lose 25% of it's bonus damage to emplacements? also with the buffs to churchhills AI, Bofors and having enough IQ to brace against arty like I said, won't that just promote sim city? not tryin to be a prick here just curious
12 Dec 2020, 13:24 PM
#442
avatar of Sander93

Posts: 3166 | Subs: 6

jump backJump back to quoted post12 Dec 2020, 13:09 PMmongman
didn't the stuka lose 25% of it's bonus damage to emplacements?


Its bonus damage got removed because its direct penetration got fixed, which will make it better against emplacements on average. Direct hits (now dealing full damage rather than only deflection damage because of the bugged pen) are more likely than AOE hits (the only hits that dealt full damage before).

A barrage should now deal at least 400 damage on average (2 direct hits or near misses with good aiming and good scatter) instead of ~80-380 (1-2 direct hits and/or maybe one near AOE hit) it did previously.
12 Dec 2020, 13:39 PM
#443
avatar of mongman

Posts: 27



Its bonus damage got removed because its direct penetration got fixed, which will make it better against emplacements on average. Direct hits (now dealing full damage rather than only deflection damage because of the bugged pen) are more likely than AOE hits (the only hits that dealt full damage before).

A barrage should now deal at least 400 damage on average (2 direct hits or near misses with good aiming and good scatter) instead of ~80-380 (1-2 direct hits and/or maybe one near AOE hit) it did previously.


oh ok sounds about right thanks, but I reckon advance emplacements commander is gonna be even more cancerous to deal with with these buffs to Churchill AI and mortar buffs
12 Dec 2020, 15:04 PM
#444
avatar of Lady Xenarra

Posts: 956

I'm sure it's been said before but I seriously doubt the minor reload time nerf to the Calliope is enough, esp for something that can go near the frontline with minimal fear of being sniped out and delete squads with nary any warning. Hope it gets a serious look at in the commander overhaul later, suggesting at least another -10% reload time to the vet stats or other nerf.

12 Dec 2020, 15:35 PM
#445
avatar of Kyle

Posts: 322

jump backJump back to quoted post12 Dec 2020, 12:49 PMmongman
I haven't seen anyone talk about this yet but with the nerfs to stuka damage to emplacements, the ability to build bofors with AEC and the long range barrage and cheaper mortar pit buffs could this promote another batch of sim city cancer?


Tbh if you playing as OKW and you wanna destroy sim city then use double Ig gun (With 25% faster ability recharge), it would rekt sim city faster then waiting for Stuka, unless enemy going for the fortify doctrine then you might get counter barrage pretty fast.
12 Dec 2020, 19:19 PM
#446
avatar of JibberJabberJobber

Posts: 1614 | Subs: 3

I'm sure it's been said before but I seriously doubt the minor reload time nerf to the Calliope is enough


It's a consistency change with the changes other mobile rocket artillery got. Calliope is not within the scope of a patch focused primarily on stock armies.
12 Dec 2020, 22:58 PM
#447
avatar of KT610

Posts: 69

Heavy artillery (105MM,152mm,203mm,Sexton, and Priest) should limited to one like heavy tanks. This go a long way to help break up the Arty spam meta of 3v3 and 4v4
12 Dec 2020, 23:38 PM
#448
avatar of Grumpy

Posts: 1958

jump backJump back to quoted post12 Dec 2020, 22:58 PMKT610
Heavy artillery (105MM,152mm,203mm,Sexton, and Priest) should limited to one like heavy tanks. This go a long way to help break up the Arty spam meta of 3v3 and 4v4


You could probably throw in rocket arty to this list (Calliope, Walking Stuka, Katy, etc).
Pip
13 Dec 2020, 00:40 AM
#449
avatar of Pip

Posts: 1594

A lot of the more "Problematic" units could likely be more effectively balanced by putting caps on the number that can be on the field at one time.

I might even go so far as to suggest team-wide caps on the number of certain units. Reducing the number of Rocket/Regular artillery, and heavy tanks, might go a long way to making 3v3 and 4v4 more bearable lategame.
13 Dec 2020, 01:07 AM
#450
avatar of thedarkarmadillo

Posts: 5279

jump backJump back to quoted post13 Dec 2020, 00:40 AMPip
A lot of the more "Problematic" units could likely be more effectively balanced by putting caps on the number that can be on the field at one time.

I might even go so far as to suggest team-wide caps on the number of certain units. Reducing the number of Rocket/Regular artillery, and heavy tanks, might go a long way to making 3v3 and 4v4 more bearable lategame.

hard caps per player, yes. per team? no. i dont want to lose the ability to build my tiger, that i picked my commander for because my team mate sat not building anything all game so he would have the fuel to get the only one out. its annoying enough when a mate spams fuel caches and you cant do anything about it when all you need is munitions let alone locking out core elements of commanders.

hard caps on heavies have made them the best they have been in years because you dont have to worry about critical mass, ive said many times in the past other problematic units could benifi the same way. id even go as far as to limit ALL doctrinal units. would save the problems were running into now with ostroppen and ensure they can still retain flavour and balance.
13 Dec 2020, 01:13 AM
#451
avatar of ShadowLinkX37
Director of Moderation Badge

Posts: 4183 | Subs: 4

Why do we still allow bunkers to be spammed?
13 Dec 2020, 01:38 AM
#452
avatar of mongman

Posts: 27

Why do we still allow bunkers to be spammed?


if your enemy is spamming bunkers then they're wasting all their manpower and you should be able to steamroll them unless your sitting back like a moron
Pip
13 Dec 2020, 01:49 AM
#453
avatar of Pip

Posts: 1594


hard caps per player, yes. per team? no. i dont want to lose the ability to build my tiger, that i picked my commander for because my team mate sat not building anything all game so he would have the fuel to get the only one out. its annoying enough when a mate spams fuel caches and you cant do anything about it when all you need is munitions let alone locking out core elements of commanders.

hard caps on heavies have made them the best they have been in years because you dont have to worry about critical mass, ive said many times in the past other problematic units could benifi the same way. id even go as far as to limit ALL doctrinal units. would save the problems were running into now with ostroppen and ensure they can still retain flavour and balance.


Honestly I think the benefits of capping units per-team in large modes might outweigh the frustration of not being able to build the unit you like. It would be annoying not to be able to build your tiger... but it would stop the enemy having two IS2, two B4, and a crocodile. Or vice versa.

The frustration would be reduced by communicating with your teammates, and coordinating as well, though obviously this isnt likely to happen with randoms. I think it might be worth trialling at least? People constantly complain that large modes devolve into arty/armour spam, and doing something about that would be kind of nice.

DEFINITELY implement/trial per-player caps though.
13 Dec 2020, 01:58 AM
#454
avatar of thedarkarmadillo

Posts: 5279

jump backJump back to quoted post13 Dec 2020, 01:49 AMPip


Honestly I think the benefits of capping units per-team in large modes might outweigh the frustration of not being able to build the unit you like. It would be annoying not to be able to build your tiger... but it would stop the enemy having two IS2, two B4, and a crocodile. Or vice versa.

The frustration would be reduced by communicating with your teammates, and coordinating as well, though obviously this isnt likely to happen with randoms. I think it might be worth trialling at least? People constantly complain that large modes devolve into arty/armour spam, and doing something about that would be kind of nice.

DEFINITELY implement/trial per-player caps though.

I think most people play team games for the heavies. Iconic units like the tiger, and i really think capping for a team would kill the game. Under no circumstance should a player be playing with only 80% of a commander because some guy who doesn't even respond to team sharted out their tiger. Team games shouldn't be fighting with the enemy and your allies and I can see people dropping if they don't get their tank
13 Dec 2020, 02:15 AM
#455
avatar of ShadowLinkX37
Director of Moderation Badge

Posts: 4183 | Subs: 4

jump backJump back to quoted post13 Dec 2020, 01:38 AMmongman


if your enemy is spamming bunkers then they're wasting all their manpower and you should be able to steamroll them unless your sitting back like a moron


?? Enlighten me how to destroy bunkers when your opponent wins the indirect war on non flankable maps?
Pip
13 Dec 2020, 02:36 AM
#456
avatar of Pip

Posts: 1594



?? Enlighten me how to destroy bunkers when your opponent wins the indirect war on non flankable maps?


Theoretically they shouldn't be able to outdo your indirect options if they're using so much manpower on bunkers.

AT guns also make very short work of them.

Other options include: Satchels and Demo Charges. I suppose you'd either use a scout car or smoke to get close.
13 Dec 2020, 02:42 AM
#457
avatar of ShadowLinkX37
Director of Moderation Badge

Posts: 4183 | Subs: 4

jump backJump back to quoted post13 Dec 2020, 02:36 AMPip


Theoretically they shouldn't be able to outdo your indirect options if they're using so much manpower on bunkers.

AT guns also make very short work of them.

Other options include: Satchels and Demo Charges. I suppose you'd either use a scout car or smoke to get close.


The issue I run into is, when you have an AT gun try and destroy it, it just gets blasted by mortars. Not to mention you're either attack grounding or have to walk into its line of fire and be suppressed. And like I don't mean that the guy is only building bunkers, he has an actual composition behind it and in mid-lategame he's just spending his float on no popcap suppression platforms. It's just the amount of effort to break a multi bunker defense is ridiculous compared to how much effort is required to operate. Another problem is typically once that person gets their campfest setup, maybe some mines and some AT guns, they can then dump all their actual infantry and tanks to their teammates side and start doubling up.
13 Dec 2020, 04:02 AM
#458
avatar of mongman

Posts: 27



The issue I run into is, when you have an AT gun try and destroy it, it just gets blasted by mortars. Not to mention you're either attack grounding or have to walk into its line of fire and be suppressed. And like I don't mean that the guy is only building bunkers, he has an actual composition behind it and in mid-lategame he's just spending his float on no popcap suppression platforms. It's just the amount of effort to break a multi bunker defense is ridiculous compared to how much effort is required to operate. Another problem is typically once that person gets their campfest setup, maybe some mines and some AT guns, they can then dump all their actual infantry and tanks to their teammates side and start doubling up.


axisvssimcity'firsttime?'.jpg

13 Dec 2020, 04:06 AM
#459
avatar of mongman

Posts: 27

in all seriousness tho assuming it's VC go for the other points while building long range arty to pressure that area or double up with your ally to stomp his side and go for that skitz flank

also if your enemy is floating then you gotta look at how you let them float in the first place and improve your early game, bunkers 'seem' cheap but when your strapped for mp/munis it can be an investment
13 Dec 2020, 15:13 PM
#460
avatar of Vipper

Posts: 13496 | Subs: 1

After the debate about heal I made some additional test:
I tested Soviet base heal Live, Soviet base heal, UKF medics, USF ambulance and the time to heal 24 entities with 0 HP.

Best healing is Ambulance/UKF medic around 70% better than Soviet base healing live.

Soviet base healing in the patch is around 25% live.

These are big change which will upset the current healing ratio speed of faction and I see little reason for one to proceeded with them unless on does extensive testing.

There are certainly not "quality of life changes".
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Lady Xenarra: @Willy Pete The lack of April Fools this year is odd lol
Last Wednesday, 01:34 AM
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Last Wednesday, 00:16 AM
dasheepeh: it was an honor guys :guyokay:
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dasheepeh: no comic sans font for april 1st this year?
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Willy Pete: @Lady Xenarra this you? https://i.imgflip.com/3e4thi.jpg
Last Tuesday, 02:53 AM
Lady Xenarra: Does anyone else think that USF needs buffs? It feels like they’re on life support sometimes
Last Tuesday, 02:36 AM
Willy Pete: @Rosbone Ahh I missed that memo. I still think its a bad decision though. Adds frustration for players and isnt gonna make them that much money
27 Mar 2025, 15:46 PM
Rosbone: It is also good they left it free until after the free to play weekend. Points for that.
27 Mar 2025, 09:34 AM
Rosbone: But I agree, the cost to get a full decent Coh game pushing $115 US is not the best idea. Especially when it needs so much more work for casuals.
27 Mar 2025, 09:32 AM
Rosbone: To be fair, it was a thank you to early fans right? They said it was not free for long and it would become a pay DLC at some point.
27 Mar 2025, 09:30 AM
Willy Pete: Re-releasing free DLC so they can charge new players money for it. Brilliant marketing strategy :clap:
27 Mar 2025, 04:31 AM
Soheil: Coh2 still broken server ?
25 Mar 2025, 18:27 PM
Rosbone: Congrats to Relic. Looks like Coh3 has finally usurped Coh2 s the popular Coh. You smell terrific. :snfQuinn:.
24 Mar 2025, 02:46 AM
Nickbn: and again someone else replies. I mean come on guys. Give @adamírcz a chance
22 Mar 2025, 14:00 PM
Willy Pete: @Nickbn you didn't ask a question, and this is a chat box...
20 Mar 2025, 13:11 PM
Nickbn: @Rosbone it's incredibly rude to speak on someone elses behalf, especially when a question is directly adressed to them. I understand your passion for the subject at hand but I want to hear from him.
20 Mar 2025, 10:16 AM
Rosbone: @Nickbn No, I am just saying people should not be using any Relic owned forum since they have proven they ban anyone who says true things about Coh3.
18 Mar 2025, 19:01 PM
Nickbn: @Rosbone do you speak on his behalf? I didn't know. In that case keep us updated please.
18 Mar 2025, 16:47 PM
Rosbone: #RelicModdedEchoChamber
16 Mar 2025, 17:54 PM
Rosbone: @Nickbn True except, the only people on the Relic Discord/Reddit/Steam are brain washed monkey zealots. They wont even understand what @adamírcz is talking about. Anyone else is banned.
16 Mar 2025, 17:54 PM
Nickbn: @adamírcz might be a better idea to voice this to relic directly than to voice it here, in a shoutbox of a nearly deade fansite #justsaying...
16 Mar 2025, 16:36 PM
webdesign-muenchen-w: @Rosbone it is sick
14 Mar 2025, 22:09 PM
aerafield: @adamírcz aren't the first two disconnects free every day?
14 Mar 2025, 19:26 PM
Rosbone: It is so unlike Relic to punish its fans and community.
14 Mar 2025, 12:07 PM
adamírcz: So, I just got a leaver penalty without even getting onto the loading screen because of the game disconnecting, bravo Relic
14 Mar 2025, 10:45 AM
Rosbone: It is an indicator of the very short sighted capitalist view that plagues any company where leadership does not understand the product.
13 Mar 2025, 20:00 PM
Rosbone: They dont care about Coh3 or Coh in general. They are just trying to grab cash by ripping off the small user base they have.
13 Mar 2025, 19:58 PM
Rosbone: Just making mistake after mistake after mistake.
13 Mar 2025, 19:57 PM
Rosbone: It is clear they crapped out an unfinished game. And are now barely supporting it as they make new smaller games. Coh3 is stillborn. It will be meh for at least another 2-4 years. Meaning they killed the whole franchise instead of growing it.
13 Mar 2025, 19:56 PM
Rosbone: For a thing they could fix in minutes. Literally minutes.
13 Mar 2025, 19:53 PM
Rosbone: If I did play coh3 and was mainly a skirmish player, I would be pissed and probably stop playing. And it has been like this since release. Why? I would not tell my friends to buy a game I am not even playing. Lost sales and angered users.
13 Mar 2025, 19:53 PM
Rosbone: I am just saddened how Relic keeps hurting themselves by not fixing 5 minute things like menus. Why anger users with stuff that could be fixed in minutes???
13 Mar 2025, 19:50 PM
Rosbone: I was wondering why people think I was raging. I think it was when I said "because coh3 sucks so bad". That was not my opinion. Just a general feel from top players/streamers. I dont play Coh3 and have NO opinion of it.
13 Mar 2025, 19:48 PM
OKSpitfire: You can rage as often as you like btw, you usually manage to make it pretty funny.
12 Mar 2025, 11:18 AM
Rosbone: So it was a systemic failure across multiple disciplines and check points.
12 Mar 2025, 04:30 AM
Rosbone: Knowing how companies work, I imagine a new hire making the menus. The API they are using is complicated and things were hard to figure out. But at some point QA or management should have addressed these things. Usually within 6 months of starting.
12 Mar 2025, 04:29 AM
Rosbone: @theekvn I dont hate Coh3 or Relic. I just dont understand how you work on Coh3 for like 7 years and the menu system is worse than if a Programming 101 student made it. Feel free to explain it to me.
12 Mar 2025, 04:07 AM
theekvn: + 33% dmg rear hit was best deal ever.
12 Mar 2025, 04:00 AM
theekvn: KT just need fuel debuf from 15% to 50%, Ele arc of fire- aim time improve and they are good to go
12 Mar 2025, 03:59 AM
theekvn: and please Rosbone,I know you hate Coh3 to the bone due to your drama with relic, Still, Can you give a proper point of view instead of raging ?.
12 Mar 2025, 03:54 AM
theekvn: you rather go 76 to unity Whizbang 2.0 or go home.
12 Mar 2025, 03:52 AM
theekvn: also US tier 4 is 145f and Sherman pen 140 nerf is too much.
12 Mar 2025, 03:52 AM
theekvn: Whizbang lock behind CP, meanwhile stuka is techtree progress
12 Mar 2025, 03:51 AM
KoRneY: @aerafield It's possible that it is underpriced for what it is capable of now, no need to go full retard and take it immediately as a massive problem. It costs 60 more MP than a pz.3 and in 2v2 the barrage can be quite strong.
07 Mar 2025, 19:14 PM
OKSpitfire: I do like that they made the Stuka more expensive instead of nerfing it into the ground though. Found it pretty unsatisfying to use before that buff a while back....
06 Mar 2025, 16:35 PM
aerafield: USF already is by far the shittiest faction in terms of countering blobbing and turtling, now they supposedly have one overtuned tool locked behind a BG and it's immediately a massive problem?
06 Mar 2025, 13:33 PM
Lady Xenarra: I think post-2.0 Whizbang buffs, the price is too low esp since the Stuka got nerfed in cost too. Speaking of which, how exactly is one supposed to successfully dive this Sherman in disguise? Med tank spam running into SSFs?
06 Mar 2025, 12:13 PM
OKSpitfire: A powerful, doctrinal unit that outperforms stock stuff? Colour me shocked! :P
06 Mar 2025, 10:49 AM
Willy Pete: Cool you wanna lose your stock lategame arty too then?
06 Mar 2025, 03:20 AM
Lady Xenarra: WTB Whizzbang for DAK instead of Stuka, 5 fuel cheape, 60MP more expensive and next to impossible to dive. :rofl:
05 Mar 2025, 20:27 PM
Rosbone: It is also hard to expect Relic to help Coh2 when they cant even make working menus in Coh3 yet, 2 years after release and at full price+ for DLCs. Thats like asking a fish to do calculus.
04 Mar 2025, 02:58 AM
Rosbone: But this last patch has made good progress for grabbing players. All we can hope is Coh3 gets to Coh2s quality level before everyone abandons the franchise. Its Relic so they will completely f*%k it up as usual. But its a hope/cope.
04 Mar 2025, 02:55 AM
Rosbone: Relic wants Coh2 to fail so players will migrate to Coh3. It is hard to blame them since Coh3 sucks so bad. It needs all the help it can get.
04 Mar 2025, 02:53 AM
Soheil: Coh2 is dead , full of map hackers , and lelic knows that but ...
04 Mar 2025, 01:26 AM
aerafield: Oh how I missed the weird spam bots, welcome back :banana:
03 Mar 2025, 13:05 PM
situsgbo777: Platform game online terpercaya dengan berbagai pilihan permainan seru dan peluang menang besar. Nikmati pengalaman bermain terbaik hanya di GBO777
03 Mar 2025, 06:48 AM
OKSpitfire: @aerafield that does sound familiar
02 Mar 2025, 09:06 AM

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