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russian armor

October Balance Preview

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9 Oct 2015, 20:28 PM
#1
avatar of tiyq
Donator 11

Posts: 55

All Flak Weapons



This flag was set to false in order to prevent flak weapons from instantly killing all squad members in
garrison structures.


Damage all in hold flag set from true to false

Centaur

Slight damage reduction in order to allow players to react to this unit. Previously at 20 damage the
lethality rate of the Centaur was over performing.


Damage reduced from 20 to 14

Flamethrowers Update



Cover Table
We are reducing the bonus damage that flamethrowers apply to garrison to give players more to react with
their units in garrison. Previously we would see weapon teams be killed before they could ungarrison.


Garrison cover bonus damage reduced from 1.5 to 1.25

Vehicle Flamethrowers
We tuned vehicle flamethrowers to make them more consistent across the board. We have reduced the damage on most heavy flame vehicles because it was over performing while increasing the damage on the wasp due
to its underperformance.


Churchill Crocodile Flamethrower damage reduced from 12 to 10

KV-8 damage reduced from 16 to 10

Universal Carrier Wasp damage increased from 6 to 10

Flame Damage Over time

We are increasing the time per tick for damage over time. This will include all incendiary abilities, Molotov’s, and flamer dots that vehicles leave behind. The tick in game time should translate to about 1 second real time which should help player gauge the amount of damage they will take if they choose to stand in the fire.

Damage frequency reduced from 0.5 to 1.25

Dot radius increased from 3 to 5

Artillery Update



Air Superiority

Previously the huge blast radius of these bombs made it very difficult for players to dodge.

AOE Radius of bombs reduced from 10 to 5

Heavy Artillery Shells:

We want to reduce the effectiveness of artillery shells against production buildings.

Now do 25% less damage against base structures

LEIG
In our effort to make AOE more consistent we saw a huge jump in performance with indirect fire units such as the LEIG and Pak Howtizer. We are adjusting its stats to bring it more in line with other indirect fire units.

Suppression Amount reduced from 0.3 to 0.23
Auto fire reload Increased from 6 to 7
Barrage reload increased from 3 to 5
Damage far reduced from 0.25 to 0.2
Damage medium reduced from 0.5 to 0.4
Projectile lowest angel increased from 10 to 40
Vet 1 Range bonus reduced from 15% to 5%

Pak Howitzer

In our effort to make AOE more consistent we saw a huge jump in performance with indirect fire units such as the LEIG and Pak Howitzer. We are adjusting its stats to bring it more in line with other indirect fire units.

Radius reduced from 6 to 4
Suppression reduced from 0.3 to 0.23
Auto Attack Reload increased from 5.2 to 7
Barrage Reload increased from 3 to 4
Projectile lowest angel increased from 10 to 40
General TBF Balance Tuning

Update:
LEIG / Pak Howitzer
Barrage Reload changes reverted
No Longer can auto face

UKF



Infantry Sections

We are addressing the heavy attrition costs that infantry sections have.

Reinforcement cost reduced by 10% (28 per model)

Commando

Sten MK Vi Silence SMG

We are reducing the overall DPS due to players not being able to react to these units when engaged in close quarters.

Burst duration increased from 0.325 / 0.425 to 0.6 / 0.4

Churchills

Reducing the armor of the Churchill to allow reduce the amount of deflection while maintain the Churchill’s ability to soak up damage.

Default Churchill health reduced from 1600 to 1400

Armor reduced from 280 to 240 (All Variants)

http://community.companyofheroes.com/forum/company-of-heroes-2/company-of-heroes-2-general-discussion/67-coh-2-changelog?p=221623#post221623

Edit: Balance Preview Updated 10/14/2015
9 Oct 2015, 20:44 PM
#2
avatar of BlackKorp

Posts: 974 | Subs: 2

cool stuff :)
9 Oct 2015, 20:44 PM
#3
avatar of Kelnozz

Posts: 14

jump backJump back to quoted post9 Oct 2015, 20:28 PMtiyq
We are addressing the heavy attrition costs that infantry sections have.
Reinforcement cost reduced by 10% (28 per model)


Yeah. Seems to be about 10%
Wtf
9 Oct 2015, 20:53 PM
#4
avatar of Flying Dustbin

Posts: 270 | Subs: 1

Penals buff when
9 Oct 2015, 20:59 PM
#5
avatar of Trubbbel

Posts: 721

Sturmovik buff when
9 Oct 2015, 21:02 PM
#6
avatar of AchtAchter

Posts: 1604 | Subs: 3

Sections should be not cheaper than Grens in their reinforce cost (28mp vs 30 mp) There is just no logic or sense behind that.
9 Oct 2015, 21:03 PM
#7
avatar of The Kebab Remover

Posts: 6

Okw elite infantry buff when ?
9 Oct 2015, 21:09 PM
#8
avatar of Dick Cockstone, Ph.D

Posts: 143

jump backJump back to quoted post9 Oct 2015, 20:28 PMtiyq

Centaur

Slight damage reduction in order to allow players to react to this unit. Previously at 20 damage the
lethality rate of the Centaur was over performing.


Damage reduced from 20 to 14

Dat 'slight' reduction though
9 Oct 2015, 21:10 PM
#9
avatar of hubewa

Posts: 928

Sections should be not cheaper than Grens in their reinforce cost (28mp vs 30 mp) There is just no logic or sense behind that.


Agreed, esp considering that Sections are cheaper to build than Grens.
9 Oct 2015, 21:15 PM
#10
avatar of Dick Cockstone, Ph.D

Posts: 143

And you can upgrade to 5 men
9 Oct 2015, 21:37 PM
#11
avatar of pugzii

Posts: 513

jump backJump back to quoted post9 Oct 2015, 21:10 PMhubewa


Agreed, esp considering that Sections are cheaper to build than Grens.


Wtf are you talking about, grens are 240 sections are 280.
9 Oct 2015, 21:45 PM
#12
avatar of Baionetto

Posts: 90

mmmm need more fix, few things...
9 Oct 2015, 22:22 PM
#13
avatar of dasheepeh

Posts: 2115 | Subs: 1

i believe tommies are fine at 35mp. their performance later in game justifies their reinforce cost, they are crazy effective when in cover anyway.
9 Oct 2015, 22:29 PM
#14
avatar of Vuther
Senior Moderator Badge

Posts: 3103 | Subs: 1

jump backJump back to quoted post9 Oct 2015, 21:10 PMhubewa


Agreed, esp considering that Sections are cheaper to build than Grens.

Except Sections are 40 more MP to build than Grens.
9 Oct 2015, 22:55 PM
#15
avatar of Khan

Posts: 578

Cool notes. I just hope they don't introduce a tonne of other untested changes (and bugs) again FailFish
9 Oct 2015, 23:01 PM
#16
avatar of ClassyDavid

Posts: 424 | Subs: 2

I agree on the oddity of such a big reduction in reinforcement cost for IS. 30-32 could have worked nicely but it does see unnecessarily large. I suppose Grenadiers are kept due to being effective even out of cover.
9 Oct 2015, 23:02 PM
#17
avatar of Stafkeh
Patrion 14

Posts: 1006

Changes look good.

I kinda like the reinforce change on the Infantry Sections. It opens up for more effective tactics. Can't wait for the patch to come live. There better be no gamebreaking ninja's this time...
9 Oct 2015, 23:08 PM
#18
avatar of Jadame!

Posts: 1122

Seems like Relic give up on making emplacements viable.
9 Oct 2015, 23:10 PM
#19
avatar of Budwise
Admin Red  Badge
Donator 11

Posts: 2075 | Subs: 2

Excellent changes imo.
9 Oct 2015, 23:21 PM
#20
avatar of akromix

Posts: 5

They completely fucked up the only good things that brits had decent after giving up on emplacements,for real you think this is all good?
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