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October Balance Preview

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12 Oct 2015, 20:48 PM
#181
avatar of hannibalbarcajr

Posts: 503



I did test them, they're not bad but I don't suppose they're excellent either. From an ambush they still beat Panzergrenadiers with only 2 model loses, as opposed to no model losses. StG Obersoldaten are no longer easy targets though, and they cannot be ambushed because their IR Rifles detect the Commandos forcing the British to either force an attack and lose, or retreat. They will lose to Vet 3 Panzergrenadiers, but I don't consider that a bad thing because wiping Vet 3 Panzergrenadiers with ease is bullshit -_-

Sounds like a pretty good sweet spot to me then. Will withhold further judgement until patch drops.
13 Oct 2015, 04:15 AM
#182
avatar of Gloating Ghost
Donator 33

Posts: 33 | Subs: 1

Here's my feedback on the balance patch, these are all opinions from 1v1/2v2/3v3 inhouse games with friends:

Centaur: Feels like it's in a good place now, can still wreck infantry but isn't over the top like before.

Flame damage vs garrisons: Feels better as well

Flame vehicles: WASP buff is great, was not performing with a 90 muni cost before with 6 dmg. Croc dmg nerf is justified though new armour value isn't (see churchills below)

Air Superiority: Nerfed wrong values... needs a 25-50% less damage vs emplacements, especially OKW trucks since they can be 1 shot with this ability. You really should be punished if you keep ANY unit in the AoE of this 320 Muni ability. Nerfing the AoE radius of the bombs still wont fix the problems most people had with this ability.

Heavy Artillery: 25% dmg nerf to buildings is an unnecessary change. Artillery already is underwhelming IMO due to its accuracy, only useful with anvil upgrade. If you let an IS or a 50 cal sniper get in range of your production trucks and buildings for an arty call in, you should be punished for it.

Pack Howi and LeIG: New firing arc is nice but barrage nerf is not. Players should be rewarded for a skillful barrages on blobs. IMO should have more suppression during barrages and should be the only time these guns pin squads. Guns should also pin if squads already suppressed by MGs. The role these weapons should have is to suppress approaching squads in the open which was what they were achieving in the past. Revert stats to pre-OP stats of both guns, buff barrages and keep the higher firing arc. I would also like to see them remove the auto turning and firing to make this unit more micro intensive.

IS section reinforce: Seems like a nice change. I feel like now I can have more than 2 IS squads if I wish to play an inf heavy game without being harshly punished by reinforcing.

Commandos Sten guns: Way overnerfed, If you want to keep them at this performance then their initial call in has to be cheaper in both the vanguard and commando regiment. 500/540+350MP is WAY too much for a squad which need heavy micro to use aggressively (moving them from cover to cover to get close to squads). Not to mention IR halftracks reveal stealth units and prevent them from using ambush bonus which makes them pretty much useless now. It's a nice dynamic how vanguard glider is defensive while commando glider is offensive and can disrupt a defensive line of team weapons. However, spending 500 MP to aggressively deploy a glider which will definitely take damage and lose it's reinforce ability on landing or during the engagement only for the squad to not have much shock value and bleed models on a well placed call in is disappointing. Here are my proposed changes 1) Change fire rate to 22 and keep MP costs 2) Keep nerfed stats, Reduce all MP of all glider call ins. P.S Also need to add their light gammon bomb needs to be on the level of Axis bundle nades. It seems like they do more damage than any nade in the game.

Churchill Tanks: Overnerfed, feels like Relic is unsure what role they want these tanks to fill, here are the choices I would make for it. 1) Make it a non-RNG dmg sponge which keeps the 1600HP, which needs 2 AT shots before fausted and changes the armour to 200. 2) A more 'standard' heavy tank with a mix of good armour (240-280) and decent HP (1400). As for the croc and AVRE variant, I believe they should have less HP and slightly less armour than normal Churchills. Also should add the defensive nades need to have same stats as mills bomb nades. Right now tank nades AoE seems huge.

Forward Assemblies: I'm surprised people aren't mentioning how easy it is to destroy these. One CAS AT strafe will kill it at full health which means a 120 Muni trade for a 400 (450?) MP if the retreat point has been bought. Needs either a 50% health buff and the Brace ability or a significant health buff of around 100-200%.

Other balance suggestions:

Volksgrenadiers: These units have always been garbage... Give them old grenade back and a choice between AI/AT upgrade with an increased manpower price (OKW already float MP). Give incendiary nades to Sturms and remove stun nade.

UKF Trenches: Seem really hard for AT guns and Shrecks to hit. Not sure if they are bugged but currently it's incredible hard to kill a trench without flame weapons. Needs received accuracy stats checked.

USF AT gun: Needs way more penetration, is underwhelming with standard shots vs P4s and is terrible vs late game heavies rarely penning panthers or tigers even with AP round. Either bring it to similar stats as british AT gun and remove AP rounds or slightly buff penetration and make AP rounds 15 munis.

UKF emplacements: Still take too much dmg vs fire, another tone down would be nice to make emplacements viable.

Building fires: Buildings take too to be burnt down by hand held flamethrowers, used to be a viable tactic to burn down buildings close to your support weapons to stop infiltration from sneaking in behind your lines. Now on any brick buildings it takes way too long.

Jacksons: Honestly, this TD just feels like it's in such an odd place... Right now M10s are a no brainer over this tank (watch Romeo's recent cast of Jesulin vs Luvnest where 4 M10s killed a tiger ace with PaK support) since you can swarm enemy armour with it's 80 fuel cost (and OP crush ofc which should be looked at). E8s are a much safer late game choice as well since they fill both the AT and AI role. I honestly feel this tank needs one of either more speed, health, range or penetration. It still doesn't seem to reliably pen a KT from the front without AP rounds on and especially now that heavies have more range, it's a lot harder to use safely. IMO increasing the fuel cost, range and pen would probably be the best change for this unit. Also should mention this unit feels like a reactionary unit more than anything in 1v1s as standard M4 shermans are usually a better choice with their new pen buff.

Lend Lease M5 Half Track: Still gets reinforce with AA upgrade, should be removed.

USF Mechanized Company Half Track: Needs stats to be brought in line with other half track variants ability. Also, could be reduced by 1 CP with a price decrease as it comes in way too late and is not worth the cost.

Infantry Sections construction: Do not receive debuff while building trenches or sandbags, debuff should be added.

USF 50 cal: Weapon crew gets decrewed way too quickly by infantry fire, needs the received accuracy modifier removed.

Grenadier stun nade: Remove unable to retreat bug.

WM sniper: Add chance to miss with incendiary shot on retreating squads

50 cal Sniper: I could be wrong, but this sniper seems a lot more accurate vs retreating squads. Should have the same miss chance as other snipers.

USF Recon Company (ROFL Company?): Whole thing needs to be revised, only useful unit are the I&R Pathfinders (not too much of a priority IMO)

That's all I can think of right now, I've probably forgotten a couple of things which I will add later after testing the patch more.
13 Oct 2015, 08:22 AM
#183
avatar of Quercus

Posts: 47

Here's my feedback on the balance patch, these are all opinions from 1v1/2v2/3v3 inhouse games with friends:

Centaur: Feels like it's in a good place now, can still wreck infantry but isn't over the top like before.

Flame damage vs garrisons: Feels better as well

Flame vehicles: WASP buff is great, was not performing with a 90 muni cost before with 6 dmg. Croc dmg nerf is justified though new armour value isn't (see churchills below)

Air Superiority: Nerfed wrong values... needs a 25-50% less damage vs emplacements, especially OKW trucks since they can be 1 shot with this ability. You really should be punished if you keep ANY unit in the AoE of this 320 Muni ability. Nerfing the AoE radius of the bombs still wont fix the problems most people had with this ability.

Heavy Artillery: 25% dmg nerf to buildings is an unnecessary change. Artillery already is underwhelming IMO due to its accuracy, only useful with anvil upgrade. If you let an IS or a 50 cal sniper get in range of your production trucks and buildings for an arty call in, you should be punished for it.

Pack Howi and LeIG: New firing arc is nice but barrage nerf is not. Players should be rewarded for a skillful barrages on blobs. IMO should have more suppression during barrages and should be the only time these guns pin squads. Guns should also pin if squads already suppressed by MGs. The role these weapons should have is to suppress approaching squads in the open which was what they were achieving in the past. Revert stats to pre-OP stats of both guns, buff barrages and keep the higher firing arc. I would also like to see them remove the auto turning and firing to make this unit more micro intensive.

IS section reinforce: Seems like a nice change. I feel like now I can have more than 2 IS squads if I wish to play an inf heavy game without being harshly punished by reinforcing.

Commandos Sten guns: Way overnerfed, If you want to keep them at this performance then their initial call in has to be cheaper in both the vanguard and commando regiment. 500/540+350MP is WAY too much for a squad which need heavy micro to use aggressively (moving them from cover to cover to get close to squads). Not to mention IR halftracks reveal stealth units and prevent them from using ambush bonus which makes them pretty much useless now. It's a nice dynamic how vanguard glider is defensive while commando glider is offensive and can disrupt a defensive line of team weapons. However, spending 500 MP to aggressively deploy a glider which will definitely take damage and lose it's reinforce ability on landing or during the engagement only for the squad to not have much shock value and bleed models on a well placed call in is disappointing. Here are my proposed changes 1) Change fire rate to 22 and keep MP costs 2) Keep nerfed stats, Reduce all MP of all glider call ins. P.S Also need to add their light gammon bomb needs to be on the level of Axis bundle nades. It seems like they do more damage than any nade in the game.

Churchill Tanks: Overnerfed, feels like Relic is unsure what role they want these tanks to fill, here are the choices I would make for it. 1) Make it a non-RNG dmg sponge which keeps the 1600HP, which needs 2 AT shots before fausted and changes the armour to 200. 2) A more 'standard' heavy tank with a mix of good armour (240-280) and decent HP (1400). As for the croc and AVRE variant, I believe they should have less HP and slightly less armour than normal Churchills. Also should add the defensive nades need to have same stats as mills bomb nades. Right now tank nades AoE seems huge.

Forward Assemblies: I'm surprised people aren't mentioning how easy it is to destroy these. One CAS AT strafe will kill it at full health which means a 120 Muni trade for a 400 (450?) MP if the retreat point has been bought. Needs either a 50% health buff and the Brace ability or a significant health buff of around 100-200%.
{etc.}


Great post and a lot of thoughtful changes suggested.

It does seem odd that rather than a gradual stepping down of supposedly OP units, Relic overdoes things and then steps them back up to get the right balance.
In both the case of the commando dps and Churchill armour it seems like they need to reduce the changes by 50% to get the right balance.

With these balance previews, do they read the responses here and adjust them before they put the patch live or is it pretty much a done deal?

It is also a shame that they don't appear to be acting on any other complaints players have expressed about the shortcomings of the British with regard to the deep flaws with their emplacements, which are supposed to be a mainstay of their faction.

I don't actually like the Commando glider call in as it stands - in the original CoH game it was a straight decent to the landing point, so you could choose to land behind it away from the enemy to keep their presence hidden. But now it circles the battlefield before landing so you might as well have a neon sign pop up to your opponents announcing that the commandoes are coming so they can prepare their counters.
13 Oct 2015, 11:53 AM
#184
avatar of Gloating Ghost
Donator 33

Posts: 33 | Subs: 1

jump backJump back to quoted post13 Oct 2015, 08:22 AMQuercus


Great post and a lot of thoughtful changes suggested.

It does seem odd that rather than a gradual stepping down of supposedly OP units, Relic overdoes things and then steps them back up to get the right balance.
In both the case of the commando dps and Churchill armour it seems like they need to reduce the changes by 50% to get the right balance.

With these balance previews, do they read the responses here and adjust them before they put the patch live or is it pretty much a done deal?

It is also a shame that they don't appear to be acting on any other complaints players have expressed about the shortcomings of the British with regard to the deep flaws with their emplacements, which are supposed to be a mainstay of their faction.

I don't actually like the Commando glider call in as it stands - in the original CoH game it was a straight decent to the landing point, so you could choose to land behind it away from the enemy to keep their presence hidden. But now it circles the battlefield before landing so you might as well have a neon sign pop up to your opponents announcing that the commandoes are coming so they can prepare their counters.


Thanks for the feedback :) 2 patches ago they did do balance changes based on feedback but in the end, we got the OP volks incend nade when it was impossible to dodge and would fry your squad in seconds. Then they released another patch without balance preview and we got the lovely OP PaK and LeIG along with the vet stacking bugs on vickers, shermans, tigers and brit tanks. The last time I remember Relic not breaking the game or messing up balance was the very first couple of preview tests which went rather well and looked like they were picking up their game. However, it's been a steep downward slope after that especially after the whole broken game during the OCF qualifiers...
13 Oct 2015, 16:26 PM
#185
avatar of NinjaWJ

Posts: 2070

i think the churchill and kv8 was hit too hard by nerfs
13 Oct 2015, 16:53 PM
#186
avatar of __deleted__

Posts: 4314 | Subs: 7



You totally can.

show me replay that:
a)is from 1 vs 1
b)is agains clever opponent with good awareness and strategy
c)you played Brits and build 2 emplacements (or one)
d)you won
13 Oct 2015, 17:00 PM
#187
avatar of NinjaWJ

Posts: 2070

jump backJump back to quoted post10 Oct 2015, 20:18 PMbicho1



you are so right for example: german players use it when its ez for them to use it .
why USF zooks arent buffed and same dmg like shreks [german player: cos in ww2 zooks werent so strong like shreks !!! history m8

when alliec get buffed they suddenly forget about history and cry about alliec being op guys stop it
if we want it to be an historical game alliec players need to out number the german players by 10-1


exactly mate. we need to exterminate these wehraboo vermin like unrepentant criminals!!
13 Oct 2015, 17:50 PM
#188
avatar of _GarbageMan_

Posts: 83

jump backJump back to quoted post12 Oct 2015, 15:36 PMRollo


good, I'm tired of playing against those things every single game like the old flamer HT.

It should be a specialist unit to help on urban maps, not a shock unit to help you burn all the enemies volks, AT guns and base structures in the blink of an eye.


For the cost of it, it's definitely not worth just having it linger around in the back with the new nerf. An AT gun and a schreck and faust will kill it in seconds when combined just like any other tank. Its a rather weak tank and the range is rather limited.

If you are keeping all your guys alone to face it, that's you're fault and should be punished.

But you win because no one is going to build anyways now with the nerf.
13 Oct 2015, 18:02 PM
#189
avatar of NinjaWJ

Posts: 2070



For the cost of it, it's definitely not worth just having it linger around in the back with the new nerf. An AT gun and a schreck and faust will kill it in seconds when combined just like any other tank. Its a rather weak tank and the range is rather limited.

If you are keeping all your guys alone to face it, that's you're fault and should be punished.

But you win because no one is going to build anyways now with the nerf.
13 Oct 2015, 22:43 PM
#190
avatar of ClassyDavid

Posts: 424 | Subs: 2


show me replay that:
a)is from 1 vs 1
b)is agains clever opponent with good awareness and strategy
c)you played Brits and build 2 emplacements (or one)
d)you won


This is a game against Migrefla (who is a good player) where I do use emplacements to good effect. Even with some sloppy plays by me heh.
Watch here..

The thing about mortar pits (which I do actually like to a degree) is the toughness and trouble the enemy has to go through to destroy it with normal mortars and Liegs. If they are bombarding that position while yours is still supporting you have an advantage and can push them off. Leading you to repair and refit.

It's always about good placement. Keep a mortar pits back where it can support a VP or two and it'll force the Axis player to move up and attack it. I do admit it does require a decent amount of trouble and some rng to keep it repaired and protected.

On Topic: Churchill change is not as bad as I previously thought after some more games with it. Still gives medium tanks and lighter a thrashing but now dedicated anti-tank guns will have a easier time dealing with it.

KV - 8 was good. Still a massive threat to infantry on flanks, in buildings, and surprise attacks. Not quite wipe everything it use to be but the building damage to infantry is still high.
14 Oct 2015, 02:20 AM
#191
avatar of GhostTX

Posts: 315



This is a game against Migrefla (who is a good player) where I do use emplacements to good effect. Even with some sloppy plays by me heh.
Watch here..

The thing about mortar pits (which I do actually like to a degree) is the toughness and trouble the enemy has to go through to destroy it with normal mortars and Liegs. If they are bombarding that position while yours is still supporting you have an advantage and can push them off. Leading you to repair and refit.

It's always about good placement. Keep a mortar pits back where it can support a VP or two and it'll force the Axis player to move up and attack it. I do admit it does require a decent amount of trouble and some rng to keep it repaired and protected.

On Topic: Churchill change is not as bad as I previously thought after some more games with it. Still gives medium tanks and lighter a thrashing but now dedicated anti-tank guns will have a easier time dealing with it.

KV - 8 was good. Still a massive threat to infantry on flanks, in buildings, and surprise attacks. Not quite wipe everything it use to be but the building damage to infantry is still high.

Huh? ISG has trouble killing a mortar emplacement? In what world does that currently happen?
14 Oct 2015, 03:05 AM
#192
avatar of Aladdin

Posts: 959



The thing about mortar pits (which I do actually like to a degree) is the toughness and trouble the enemy has to go through to destroy it with normal mortars and Liegs.


you either play another game or prob never seen how Ost mortar ht works! FailFish

killig the mortar pit in one incendiary barrage, or having it super quick wiped by two ISG barrages, in only one push

and yes Ost mortar half truck has to go through a lot of trouble to kill the mortar pit!!! kappa :D
14 Oct 2015, 03:35 AM
#193
avatar of Porygon

Posts: 2779

Stock Churchill needs no nerf.

Please don't turn it into the vCOH garbage version.
14 Oct 2015, 03:36 AM
#194
avatar of Appleseed

Posts: 622

jump backJump back to quoted post14 Oct 2015, 03:05 AMAladdin


you either play another game or prob never seen how Ost mortar ht works! FailFish

killig the mortar pit in one incendiary barrage, or having it super quick wiped by two ISG barrages, in only one push

and yes Ost mortar half truck has to go through a lot of trouble to kill the mortar pit!!! kappa :D


ya flame damage need to be look at. I just take out two mortar pit today in a game with only 1 flame nade each, make the other guy rage quit. (well he didn't used brace but it really have no point as i have 2 volks standing next to the pit ready to throw another flame nade after brace)

however, i do find mortar pit with sq inside can stand up and fight the two ISG that is below vet 2 and come out wining as ISG need to retreat or get decrewed first. as the range seems about same at that point.
14 Oct 2015, 04:12 AM
#195
avatar of TehPowahOfWub

Posts: 100

Played the preview, decided to create an account and thought I might add my 2 cents on the changes.

LEIG & Pack Howitzer - LeIG feels very unchanged, and although I didn't see the Pack Howitzer as much, I'm sure it is still relatively the same too. These units should be reworked. Suppression should be removed and other things thrown in to compensate - slightly more damage on the LeIG and slightly better accuracy on the Pack Howitzer.

Infantry Section Reinforcement Reduction - Good idea to keep the attrition cost down, but I feel 28 is a little too low. 35 was pretty high to begin with, as it exceeded the reinforcement cost of some elite/heavy infantry units, but 28 makes it less than the Ost Grens, which I feel this unit compares mostly too. I feel 30ish would be appropriate for both these units - sure Infantry Sections have great scaling, but they lack the rifle grenade and panzerfaust, and the overall usability out of cover that Grens have, so I think 30 would be perfect.

Commandos - This was really over the top. Not only are commandos themselves now severely gimped, but their Airlanding Officer brother is completely ruined, especially since he lacks the 5th man and camo of the standard Commando squad. Relic really needs to rethink this one. I think what made Commandos so strong was their cloaking ability, and I think maybe that should have been toned down (ie not being able to cloak while on the move or something), not the unit's DPS, since it already has a very large cost and is only effective at short range.

Churchill Crocodile, KV8 and flame changes - Justified, well done. Although I think KV8 could maybe remain at 12 damage instead of 10, since it lacks the mildly useful main gun of the Churchill Croc. The WASP on the other hand, might be a bit too powerful.

Churchill Armor & HP - I think the standard Churchill nerf was way too excessive, it should have kept the same HP and armour as it has now. It's not a terribly effective unit - it's slow and its gun is unimpressive. It's main utility was to be an expensive unit that can screen for other tanks, and if lost it was a hefty investment down the sh*tter. I forsee this unit losing any credibility in the meta, which is a shame because the concept behind it is very unique and fun. The thing I would have done instead would to be slightly raise the fuel cost, say to 165-170, but keep everything else as is. The specialist variants could use an armour reduction to about 240 or so, but 280 to 200 is just way too severe for any of these vehicles.

Constructive critique is welcome on my post.

14 Oct 2015, 19:05 PM
#196
avatar of tiyq
Donator 11

Posts: 55

Update !
Balance Preview Updated 10/14/2015

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

Sten MK VI Silence
Burst duration increased from 0.325 / 0.425 to 0.6 / 0.4

Churhills
Armor increased from 200 to 240
15 Oct 2015, 05:09 AM
#197
avatar of Aladdin

Posts: 959

jump backJump back to quoted post14 Oct 2015, 19:05 PMtiyq
Update !
Balance Preview Updated 10/14/2015

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



So the ISG/Pak Howitzers stay the same annoying things?!!!

That's not gonna fix the game breaking effect of these units right?

plus you can always attack move the so that they will auto face, and in a 2v2 match or more, it does not matter if they auto face or not because they almost face one side all the time.

I just wish Relic would make them to what they were before
15 Oct 2015, 07:12 AM
#198
avatar of JohnnyB

Posts: 2396 | Subs: 1

jump backJump back to quoted post15 Oct 2015, 05:09 AMAladdin


So the ISG/Pak Howitzers stay the same annoying things?!!!

That's not gonna fix the game breaking effect of these units right?

plus you can always attack move the so that they will auto face, and in a 2v2 match or more, it does not matter if they auto face or not because they almost face one side all the time.

I just wish Relic would make them to what they were before


I think this wasn't the good fix for ISG and Pak howies but now they require a little more micro I guess.
Well... yeah... as long as churchills are staying the same annoying thing....
15 Oct 2015, 07:19 AM
#199
avatar of JohnnyB

Posts: 2396 | Subs: 1



Churchill Armor & HP - I think the standard Churchill nerf was way too excessive, it should have kept the same HP and armour as it has now. It's not a terribly effective unit - it's slow and its gun is unimpressive. It's main utility was to be an expensive unit that can screen for other tanks, and if lost it was a hefty investment down the sh*tter. I forsee this unit losing any credibility in the meta, which is a shame because the concept behind it is very unique and fun. The thing I would have done instead would to be slightly raise the fuel cost, say to 165-170, but keep everything else as is. The specialist variants could use an armour reduction to about 240 or so, but 280 to 200 is just way too severe for any of these vehicles.

Constructive critique is welcome on my post.



It's not about the unit itself, but what it can do for an aly. THis unit can be pushed forward so deep in enemy lines without being afraid to lose it. That is why it can be used so well as a recon, spotting perfect targets for shelling with off maps or/and ballistic guns. You simply cannot prevent it to come in the midle of your army, spot whatever it wants, then all the things are falling from the skyes on top of your head. It virtually canceles any atempt of an ambush or organised defense.

So indeed, I don't have a problem / never had / with churchill's armor. The jerky thing about it is in fact IT'S HUGE UNBALANCED AMOUNT OF HEALTH that it has. Leave its armor 280 or 290 or whatever, but cut that gardening insane amount of health. THAT is the problem that ruin this unit and turn it into a huge balance failure.
15 Oct 2015, 07:24 AM
#200
avatar of Horasu

Posts: 279

Did anyone test the flame damage yet? I know people are saying "this is going to be UP/OP" but I'm wondering if anyone played extensively with the fire damage so they can tell me what they think. Personally, playing with all 3 Allied flame vehicles, they seem to kill at relatively the same rate despite the nerf. They are a bit more poor at chasing down infantry though.
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