"Real" Vet 3 Bar blobs are ridiculously over-performing now
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Since allies HMG weren't able stop any blobs before the patch... after it it will we just worst...
Hmgs to be useful in real life, need to be place in elevated places or buildings to increase their sights. This is not enough reflected in COH2 and it's the root of the problem.
Just hoping the game won't just become a WWII Starcraft... not for me.
Thanks anyway.
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Updated the original post. Back on topic, which was coming up with ideas on how to tweak RM.
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So real men have hit the field. Only truly courageous and experienced are testing their bravery, and guess who are the toughest ones?
This is a topic solely dedicated to RM and bars/M1919, not just a general point of view about the vet fix. There are already multiple threads about that.
We have to take a look at their vet bonuses first;
- alliesalliesAt vet 2 their already high ROF is further increased, turning them into a highly potent flanking unit. -%23 received accuracy means they are much harder to hit. Keep in mind that these powerful dudes are already a 5-Man unit. So far nothing too alarming.
- alliesalliesalliesNow that's when things turn into a messy balance issue, their received accuracy is reduced even further and their garands and anything that they pick up is %30 more accurate. They are indeed an elite inf unit at this point, and one of the best ones at that. Baseline inf shouldn't have such a powerful staying power, the problem many players were complaining about was the fact that they dropped like flies late game, causing heavy MP bleed and actually being useless.
Suggested Vet 3 adjustments;
Reduce their non-vet stock received accuracy and completely remove the -%20 received accuracy bonus at vet3; In my opinion it would be the best tweak. They are meant to shine early game, excelling at mid and close range. Their big target size is in contradiction with their role and actualy they suffer from MP-Bleed early game unless blobbed.
Completely remove the -%20 received accuracy bonus and instead reduce their reinforcement cost; Many folks suggested a reduced reinforce cost once they hit vet 3. I think that's the best idea regarding this "vet 3 terminator blobs" issue. The original MP bleed issue will be resolved but their invincibility is toned down.
Or alternatively
No double LMGs 2x bars is ridiculous. They render any and all kind of axis Close-range/midrange units useless and a single one is quite potent as well. And once at vet 3 they enter the invincible mode. And we won't be speaking about 2xM1919 as I am sure everyone has been molested by that at one point in his life at least.
Welcome to CoH1 MingLee
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Vetted panzerfusiliers seems to demolish vetted rifles on open ground, if anything i am scared of OKW this patch.
This was my fear.
Anyone tested penals out? I'm at work but would love to know if the Vet bonuses are making them worth there price.
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Let me tell you, the rifles would last about 3 seconds and Obers will take no losses.
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You had this topic ready for posting before the patch beign released?
hahaha this so much!
also, its been a long time, where have you been?
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Vetted panzerfusiliers seems to demolish vetted rifles on open ground, if anything i am scared of OKW this patch.
Good.
Good.
Let the fear flow through you.
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This thread should be locked. These sort of reactionary, knee-jerk threads contribute nothing to the community and hurt constructive discussion about the state of balance in COH2.
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How the hell can you make this thread calling Vet 3 Bar blobs "ridiculously over-performing" before we even had a chance to witness them perform with this hotfix?
This thread should be locked. These sort of reactionary, knee-jerk threads contribute nothing to the community and hurt constructive discussion about the state of balance in COH2.
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Maybe he just convinced himself that relic removed all vet from all axis infantry?
And how do you expect axis infantry to get vet with all those vet 3 rifles running around from the word go?
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