Balance Preview Patchnotes
Posts: 1930
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.
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.
Posts: 59
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.
Posts: 148
I would like the British Sniper to not be so underpowered compared to other Snipers. Valentine, Sexton, Universal Carrier, AEC, Hammer all needing help.
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.
Posts: 571
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.
Posts: 320
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.
Posts: 148
Posts: 482
Edit:Wait...The OKW still have Vet.5 ? It seems unfair without resources penalty. And the armor rush will be too fast IMO.
Posts: 1891
Posts: 51
And Kyle said they cant fix Memory leaks as "they have tweaked the game"
Posts: 738
Posts: 148
Lol rip Anvil, pointless nerfs for zero reason
Both Anvil and Hammer together.
Posts: 959
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! the OPW has returned once more! you may consider changing your signature again
Posts: 959
Posts: 362
Posts: 3052 | Subs: 15
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.
Posts: 102 | Subs: 22
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
Posts: 3103 | Subs: 1
I haven't even seen one screenie of an OKW tank rush yet!
You boys done good, Relic.
Posts: 466 | Subs: 1
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