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Sniper Balance

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4 Mar 2014, 08:22 AM
#161
avatar of Darc Reaver

Posts: 194

Scout car actually does not do too bad since the new patch moved guards/shocks to 2cp again...
4 Mar 2014, 10:48 AM
#162
avatar of Mr. Someguy

Posts: 4928



Not to mention that Scout car HP is very low and its damage against snipers is poor.

That would be great if Relic increase MP cost of scout car and increase the damage against snipers in order to be able to kill them with 2-3 burst from far distance. that would make snipers retreat.


Is that possible? I was under the impression that everything was just as it appears, no modifiers or hidden advantages from one unit to the next. Like in CoH, Combat Engineers could beat Panzer Grenadiers, but Panzer Grenadiers could still take on Riflemen effectively. I don't think you can do that in CoH2, specific Armour types seem to have been removed in favour of a flat number system.
4 Mar 2014, 11:47 AM
#163
avatar of KyleAkira

Posts: 410

It should be possible. Without this kind of modifiers, it will be impossible to balance the game or make it less dependant on RNG.
It is supposed that Coh2 was going to be better than Coh1... If what you are telling me is true... this game is more likely to Starcraft2 instead of Coh1
4 Mar 2014, 12:18 PM
#164
avatar of Kronosaur0s

Posts: 1701

Scout car actually does not do too bad since the new patch moved guards/shocks to 2cp again...



Research AT nade easily, and there you go. You have mobile light-anti-scout cars-halftracks
4 Mar 2014, 13:55 PM
#165
avatar of Darc Reaver

Posts: 194




Research AT nade easily, and there you go. You have mobile light-anti-scout cars-halftracks

Sure. But still it was way worse before.
4 Mar 2014, 14:36 PM
#166
avatar of snekasan

Posts: 21

jump backJump back to quoted post23 Feb 2014, 20:06 PMkorgoth


Great idea! and it would allow the 221/222 and M3 to get some changes!



would absolutely love to see this unit as a counter to soviets being op in general


4 Mar 2014, 15:54 PM
#167
avatar of Darc Reaver

Posts: 194

Dude, do you even eselschreck?!
4 Mar 2014, 17:22 PM
#168
avatar of Kronosaur0s

Posts: 1701

^HAAHAH xDDD
4 Mar 2014, 19:45 PM
#169
avatar of Imagelessbean

Posts: 1585 | Subs: 1

Would it be possible to exchange the AC for Ost with a unit in T1 to give them a way to stop multiple sniper spam (maybe move mortar to T2 or sniper)? The cost on the AC could remain unchanged forcing the Ost player to slow tech to T2 and therefore lmg's as a tradeoff. In addition, it would still allow snipers but punish multiple snipers since without conscripts in support it would be easy pickings. It would also give the AC more use since its window of usefulness would be wider without being OP.

Another option new commander with Schwimwagen at 0cp, only $10. :)
4 Mar 2014, 20:00 PM
#170
avatar of Kronosaur0s

Posts: 1701

More pay2win? ffs just replace T1 Mortar with SC as you said and everything will be fine I think.
4 Mar 2014, 20:20 PM
#171
avatar of dasheepeh

Posts: 2115 | Subs: 1

I actually like the idea of moving the SC to T1!
4 Mar 2014, 20:49 PM
#172
avatar of sluzbenik

Posts: 879

How about fake grenadiers? You could put one up in the middle of Langraskaya, can't detect them as fake unless up close, sniper takes shots, you can countersnipe or flank as you so desire.

I'm only semi-kidding. I think it's pretty broken and hard to fix given how they designed the snipers. You need to get lucky or have the Soviet player screw-up, that's all there is to it.

The halftrack is the only thing that will let you stay on the field and fight.

Scout car in T1 would need fuel cost increase, otherwise it will be spammed and force conscripts off the field before AT nades can be upgraded. Remember the PE scout car spam patch in vCOH? It was a good time.



4 Mar 2014, 21:03 PM
#173
avatar of Kronosaur0s

Posts: 1701

Why not just increase MP to 200 or so? and keep the fuel at 20?

And of course more health I guess
4 Mar 2014, 21:07 PM
#174
avatar of Porygon

Posts: 2779

T1 sdkwf 221 cost 200 MP 0 fuel
Upgrade to 222 unlock in T2

Happy 5 SC start come back to life. :lol:
4 Mar 2014, 21:08 PM
#175
avatar of Napalm

Posts: 1595 | Subs: 2

Scout car should be faster, have the health of a P4, and be one shot kill with the auto cannon upgrade.

/Thread
4 Mar 2014, 21:36 PM
#176
avatar of snekasan

Posts: 21

jump backJump back to quoted post4 Mar 2014, 21:08 PMNapalm
Scout car should be faster, have the health of a P4, and be one shot kill with the auto cannon upgrade.

/Thread


finally someone with a little sense in there

+1
4 Mar 2014, 21:54 PM
#177
avatar of Napalm

Posts: 1595 | Subs: 2

Napalm for Relic Balancer. Restoring the glory Beta days.
4 Mar 2014, 22:24 PM
#178
avatar of Imagelessbean

Posts: 1585 | Subs: 1

I would not be against a slight price increase if AC was moved to T1, that would help prevent spamming and always forcing Soviets to go guards.
4 Mar 2014, 23:05 PM
#179
avatar of Darc Reaver

Posts: 194

lol :D no pls don't do that...
6 Mar 2014, 11:58 AM
#180
avatar of Bravus

Posts: 503

Permanently Banned
Soviet sniper -> star wars...

Oh and that car with bi turbo V12 of the soviet's, in real word they don't make nothing good, but that car is for special drag race!

And they put flames, sniper's on it! Great job!
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