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19 Nov 2015, 01:23 AM
#201
avatar of Firesparks

Posts: 1930

more on rifleman veterancy:

remove the terminator veterancy on the conscript and rifleman,and nerf the death star laser vet on the grenadier.

the problem previously wasn't the rifleman and conscript's vet3 durability, it was the grenadier's vet3 dps. the 1.4 accuracy bonus on the grenadier will overpower the .77 defensive vet on the rifleman and conscript. 1.4 x .77 = 1.078 (107.8%).

This is one of the biggest reason why rifleman have problem keeping up with the grenadier. The other biggest reason is the bar.

Nerf the grenadier 1.4 accuracy bonus to 1.3. this equalize the two unit's veterancy. 1.3 x .77 = 1.001 (100.1%).

although this would also mean nerfing the tommies's vet bonus to 1.2 weapon acc .8 cooldown, and .71 received accuracy.
A_E
19 Nov 2015, 01:25 AM
#202
avatar of A_E
Lead Caster Badge
Donator 11

Posts: 2439 | Subs: 6



Technical disaster this game is. It reportedly runs better on AMD video cards.



Ohhhh that's why I've never ever had any problems since launch? I have a decent 2GB Radeon, it reliably does the job for CoH2, no major issues, ever.
19 Nov 2015, 01:27 AM
#203
avatar of ZeroLithium

Posts: 59

Question regarding:

Soviet Industry
Removing this ability that allows players to manipulate their resource with no counter play involved.
Ability replaced Allied Supply Drop

Does that mean Soviet Windustry now gets fuel paradrops instead of the manpower penalty for increased fuel?
If so, that makes the commander more viable, especially for larger games.
19 Nov 2015, 01:32 AM
#204
avatar of Doggo

Posts: 148

Will Relic touch on the broken Emplacement system for the British and how they are poorly implemented? British players are punished for using them. Also will British units that are in limbo be fixed and made usable?

I would like the British Sniper to not be so underpowered compared to other Snipers. Valentine, Sexton, Universal Carrier, AEC, Hammer all needing help.
19 Nov 2015, 01:36 AM
#205
avatar of Vuther
Senior Moderator Badge

Posts: 3103 | Subs: 1

Question regarding:

Soviet Industry
Removing this ability that allows players to manipulate their resource with no counter play involved.
Ability replaced Allied Supply Drop

Does that mean Soviet Windustry now gets fuel paradrops instead of the manpower penalty for increased fuel?
If so, that makes the commander more viable, especially for larger games.

Yeah, should be. KV-2 buffs and that may have just fixed the commander.
19 Nov 2015, 01:42 AM
#206
avatar of mortiferum

Posts: 571

Kubelwagon being able to cap could mean a bit more harassing play, which is nice.

And also, there is finally a reason to touch the flak halftrack now that it is in the medic HQ! Mechanised also looks quite cool with the 70 fuel luchs.

Seeing rifle company getting whacked by the nerf bat is also excellent.

Loving these notes so far.

70 for shreck + 100% income is overkill though.
19 Nov 2015, 01:42 AM
#207
avatar of MarkedRaptor

Posts: 320

That brit nerf is really over the top. The faction has crippling weaknesses that aren't being fixed. They have no reliable way to dislodge infantry from buildings, no useful indirect fire opportunities, and now they won't have a vehicle snare till vet 1 on a sniper. Their emplacements are still heavily nullified by the existence of flame too.

People are saying that they lose to volks now....that seems ridiculous. Wasn't it only a month ago that people straight up avoided building tommies and spammed MG's, Royals and snipers? That'll probably happen again.

Also, that 70 munitions panzershrek is deadlier then it sounds. Shreks come out even faster which can negate light vehicles like the Wasp. I don't even have an attachment to brits and that sounds like overkill.
19 Nov 2015, 01:50 AM
#208
avatar of Doggo

Posts: 148

British really need a more reliable AT Snare that isn't Doctrinal and better Garrison clearing. So many holes in the British army list.
19 Nov 2015, 01:59 AM
#209
avatar of atouba

Posts: 482

Love all changes especially the revamp of OKW. And the Churchill cost increasing is perfect. Absolutely amazing patch...:hansWUT::hansGASM::hansRAGE:

Edit:Wait...The OKW still have Vet.5 ? It seems unfair without resources penalty. And the armor rush will be too fast IMO.
19 Nov 2015, 02:00 AM
#210
avatar of BeefSurge

Posts: 1891

I think Volks should be 25 per model now, and flame nades should be included in combat package.
19 Nov 2015, 02:01 AM
#211
avatar of atnas666
Benefactor 351

Posts: 51

OKW OP as hell now with early tanks and cheaper shreck blobs..


And Kyle said they cant fix Memory leaks as "they have tweaked the game"
19 Nov 2015, 02:02 AM
#212
avatar of Rollo

Posts: 738

Lol rip Anvil, pointless nerfs for zero reason
19 Nov 2015, 02:07 AM
#213
avatar of Doggo

Posts: 148

jump backJump back to quoted post19 Nov 2015, 02:02 AMRollo
Lol rip Anvil, pointless nerfs for zero reason


Both Anvil and Hammer together. :(
19 Nov 2015, 02:20 AM
#214
avatar of Aladdin

Posts: 959

jump backJump back to quoted post18 Nov 2015, 22:00 PMKatitof
BTW, I foresee volks cost increase in the near future.

They'll outperform grens easily now and shreck spam might become horrible.

On the bright side, big return on pfussiliers imminent.


Let it out Katitof, I can feel your pain!!! ;P be the advocate again, allies fanbois need u! :D the OPW has returned :hyper: once more! you may consider changing your signature again :)
19 Nov 2015, 02:26 AM
#215
avatar of Aladdin

Posts: 959

volks have two types of nade now!!! :rofl::rofl::rofl:
19 Nov 2015, 02:27 AM
#216
avatar of Carlos Danger

Posts: 362

Haven't played it, but my immediate impression is that OKW will be incredibly OP with these changes. The other changes look pretty fine I guess, although LeIGs and Pack Howitzers are still stupid.
19 Nov 2015, 02:32 AM
#217
avatar of CookiezNcreem
Senior Strategist Badge
Donator 11

Posts: 3052 | Subs: 15

It's not coh2 without OPKW.

I missed it. Now USF can actually be the scrappy underdogs that scale against the Ubensmench Krupp stehl of Germany...I can fall in love with that dynamic again.
bC_
2 of 9 Relic postsRelic 19 Nov 2015, 02:34 AM
#218
avatar of bC_
Developer Relic Badge

Posts: 102 | Subs: 22

New version of the mod
http://steamcommunity.com/sharedfiles/filedetails/?id=557952243

OKW:
Starting fuel reduced from 40 to 0
Panzershrecks cost back to 90
Volks cost increase from 235 to 250
19 Nov 2015, 02:39 AM
#219
avatar of Vuther
Senior Moderator Badge

Posts: 3103 | Subs: 1

O.O

I haven't even seen one screenie of an OKW tank rush yet!

You boys done good, Relic.
19 Nov 2015, 02:45 AM
#220
avatar of momo4sho
Senior Caster Badge
Donator 22

Posts: 466 | Subs: 1

image didnt work, nvm.
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