HOLY POTATOES !!! patch 3/25
Posts: 39
Posts: 879
Here's a thought - you need to buff midrange on cons so they do SOME damage trying to get close. The problem on a lot of maps is yellow cover spots are separated from other ones by about midrange, it is just very very hard to get conscripts in close enough to do much damage without taking way more than you can bear.
I think perhaps increasing Molotov range to something just under rifle nade range might be interesting as well. You need some way to force grens out of cover without getting shredded. That's the big issue.
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Is it just me or did the font for the player names on the loading screen change? This is very important to me.
It did. I was greatly disturbed by this aberration.
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I think perhaps increasing Molotov range to something just under rifle nade range might be interesting as well. You need some way to force grens out of cover without getting shredded. That's the big issue.
I like this idea a lot actually
Posts: 267 | Subs: 8
A major factor/intent with the Pioneer change was to make them viable to diversity the potential openings for Germans. It sounds like that goal was been accomplished; however, we don't want to swing things too far to the other end where that specific strategic becomes too dominant. Like I noted above, we'll keep our eye on it.
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Also it would be interesting if the upgrade switched their veterancy from non-combat, repair focused to accuracy and survivability buffs, if it's possible.
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why aren't engineers viable as combat troops?
I suspect some folks would argue they are, but with specialized roles. They sit in the scout car with the flame thrower upgrade. Ghetto mans KV8. Mind the wind though, it may blow over.
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PE got PG as builder units and arguable one of the best infantry of the game.
Pio were indeed strong be vCOH too.
I do agree the Soviet engi is underpowered though, but they had their uses on the clown car.
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http://community.companyofheroes.com/forum/company-of-heroes-2/company-of-heroes-2-general-discussion/67-coh-2-changelog
Looks very good. Appreciate the quick work.
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We're tracking the efficiency output of Pioneers, if they over perform we'll know and make adjustments. Thanks for the response sluzbenik, I'll check out the replay tomorrow.
A major factor/intent with the Pioneer change was to make them viable to diversity the potential openings for Germans. It sounds like that goal was been accomplished; however, we don't want to swing things too far to the other end where that specific strategic becomes too dominant. Like I noted above, we'll keep our eye on it.
Are combat engineers also being looked at to make them viable opening unit? I used to make one more CE squad from the get go in some builds because i love using flamers even though sometimes flamer explode as soon as first encounter start. when osteer mines got buffed or balanced, i used to get 3 CE in big team games just to have two flamers.
They are cheaper now but to be honest, they were never worth 240mp. I still like them but I can't possibly build them in early game because it's just too much of a gamble just to feed my satisfaction to have two flamers. Now they die like flies and cannot be trusted with flamers which makes them have to get close range and give them tendency to jump out of cover.
Posts: 4928
Ontop of that, Soviet Infantry also seems to be under-performing (4 Grens still beat 5 Cons at close range, 6 Shocks are less threatening than 4 Panzergrenadiers), so that only amplifies the problem.
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It did. I was greatly disturbed by this aberration.
Me too. Previous font was very good.
Posts: 172
Is it just me or did the font for the player names on the loading screen change? This is very important to me.
I also sensed this disturbance in the force, please change it back, it does not bode well with my OCD
Posts: 896
Update March 28th, 2014
Updates
UI Fix on Faceplat when Automatching
Repair Engineer issue addressed
Balance
Grenade AOE Profile
Now correctly average out the damage based on old AOE profile
German Snipers
Resolved a miscalculation in the aim time to cooldown conversion, snipers should feel more responsive as a result.
Sight now correctly set to 45
Soviet Sniper
Resolved a miscalculation in the aim time to cooldown conversion, snipers should feel more responsive as a result.
Sight now correctly set to 45
Penal
Corrected weapon profile to properly scale with unit cost
Corrected weapon profile to properly scale with unit cost; this resulted in a slight increase in damage output
Shock Trooper
Corrected weapon profile to properly scale with unit cost
Moving accuracy from 0.5 to 0.8
Corrected weapon profile to properly scale with unit cost; this resulted in a slight increase in damage output
Guard Rifles
Fixed an issue which caused the DP-28 to burst for long periods of time; damage output remains relatively the same.
Special Rifle Command
Manpower cost from 200 to 120
Build time from 95 to 80
Support Weapon Kampaneya
Manpower cost from 240 to 160
Bunker
Health from 600 to 480
This patch will address some of the problems the deployment patch introduced but it shows relic has no clear direction on this game. Now t1 will be viable for soviets but will cost pretty much the same as t1 for germans. It used to be that germans got no fighting units from t0 but got cheap t1 building. Soviets were the complete opposite, they got fighting units at t0 but t1 or t2 were expensive. It would be interesting to see how this patch will work without blurring the lines between both factions.
Posts: 2693 | Subs: 1
This patch will address some of the problems the deployment patch introduced but it shows relic has no clear direction on this game. Now t1 will be viable for soviets but will cost pretty much the same as t1 for germans. It used to be that germans got no fighting units from t0 but got cheap t1 building. Soviets were the complete opposite, they got fighting units at t0 but t1 or t2 were expensive. It would be interesting to see how this patch will work without blurring the lines between both factions.
Honestly it's a step in the right direction. Relic had the difficult task of creating asymmetrical balance between two factions who who roughly used the same types of equipment in real life. At the same time they needed to make a different game then vCOH.
Their initial attempt at this was standardizing unit costs and gimping the soviets into only 2 tiers and giving the conscripts upgrades for molotov/AT nades. This as we all know mostly lead to the soviets spamming a few types of units, and often relying on the same 3-4 commanders to fill the gaps.
Now we are seeing that relic is trying to undo this "you can't have nice things!"- feel of soviet tech, and instead make the game more interesting by altering the costs and roles of different units on both sides.
Now all they need to do is realize that forcing soviets into just one of their late-game tiers also leads to boring unit spam and we will be all set for an era of proper COH gaming.
Posts: 476
(And please send me the replay were 5 Cons lose against 4 Grens in close range.)
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