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What do you think about balance in CoH2

A small survey for clarity
Option Distribution Votes
31%
3%
43%
7%
3%
13%
Total votes: 96
Vote VOTE! Vote ABSTAIN
3 Apr 2016, 23:42 PM
#1
avatar of Elik

Posts: 13

I just decided to ask the community CoH2.org about your opinion regarding the game balance CoH2 at the moment 04/04/2016
aaa
4 Apr 2016, 00:08 AM
#2
avatar of aaa

Posts: 1487

Snipers gives total domination on the maps that are open at least in the center.
Langres, faymonville, crosing.
Remove its cloak on the move, cheating rounds, 82 hp to 60.

Maybe to reduce countersnipe chance give him other form of cloak - his movements are visible but he have a little chance to be shot by other sniper while in that cloak. If he shoots 20 sec decloak.
4 Apr 2016, 00:25 AM
#3
avatar of wouren
Senior Social Media Manager Badge

Posts: 1281 | Subs: 3

jump backJump back to quoted post4 Apr 2016, 00:08 AMaaa
82 hp to 60.


Are you suggesting that the sniper should have less health than any other model in game?
4 Apr 2016, 00:36 AM
#4
avatar of hubewa

Posts: 928

Depends on game mode really

4v4, 3v3 Brits now have a huge advantage, esp with Ned Kelly (emplacement) commander.

2v2, OKW/USF have advantages, Soviet with maxim spam has advantage in closed maps

1v1 - haven't played it enough of late to tell
4 Apr 2016, 02:36 AM
#5
avatar of Vuther
Senior Moderator Badge

Posts: 3103 | Subs: 1

jump backJump back to quoted post4 Apr 2016, 00:25 AMwouren


Are you suggesting that the sniper should have less health than any other model in game?

Actually, Soviet Scout Snipers win there, they're 48 each.
4 Apr 2016, 02:55 AM
#6
avatar of wouren
Senior Social Media Manager Badge

Posts: 1281 | Subs: 3

jump backJump back to quoted post4 Apr 2016, 02:36 AMVuther

Actually, Soviet Scout Snipers win there, they're 48 each.

I have to stop pretending I know stats -_-
4 Apr 2016, 03:14 AM
#7
avatar of Tobis
Senior Strategist Badge
Donator 11

Posts: 2307 | Subs: 4

Poll is too vague, need to specify game mode.

In 1v1 I'd say it leans to allies a little bit, but it is completely map dependent. Ostheer is doing the worst, but on maps like Crossing and Langres they are the best.

Balance is complicated.:rolleyes:
4 Apr 2016, 03:38 AM
#8
avatar of Vuther
Senior Moderator Badge

Posts: 3103 | Subs: 1

jump backJump back to quoted post4 Apr 2016, 03:14 AMTobis
Poll is too vague, need to specify game mode.

Nah, all the game modes just have entirely equal balance :foreveralone:
4 Apr 2016, 04:29 AM
#9
avatar of Dullahan

Posts: 1384

I abhor the OKW redesign and they are ridiculously overpowered right now. They're weak to suppression though since they lack smoke abilities. It's like their Achilles heel.
4 Apr 2016, 07:33 AM
#10
avatar of Tiger Baron

Posts: 3145 | Subs: 2

It's bad if there are people that only play comp stomps 24/7,a also not enough options on the poll.
4 Apr 2016, 09:52 AM
#11
avatar of Elik

Posts: 13

I'm think the balance is fine except sturm grenadeers. I think they should cost 2 points. As well as the Soviet assault infantry
4 Apr 2016, 10:02 AM
#12
avatar of Jadame!

Posts: 1122

Pretty balanced in a very bad and unfun way.

With axis you play against ridiculous emplacement spam.
With allies you play against ridiculous volks blobbing.
4 Apr 2016, 10:13 AM
#13
avatar of Aerohank

Posts: 2693 | Subs: 1

I'd say the game is pretty balanced for 1v1.

Some units still need some love.
Some strats slightly over-perform.

1v1 certainly is more fun as allies. You don't have to worry about facing snooze-fest Brit emplacement, bloody maxim spam or Stuart+M5quad rush cheese when you play as allies.
4 Apr 2016, 23:07 PM
#14
avatar of Mistah_S

Posts: 851 | Subs: 1

jump backJump back to quoted post4 Apr 2016, 03:14 AMTobis
Poll is too vague, need to specify game mode.
In 1v1 I'd say it leans to allies a little bit, but it is completely map dependent. Ostheer is doing the worst, but on maps like Crossing and Langres they are the best.
Balance is complicated.:rolleyes:


What he said.
You will have to give a tier mate.
4 Apr 2016, 23:18 PM
#15
avatar of Intelligence209

Posts: 1124

It's simple, remove foward retreat points.

Increase emplacements health, but remove your invisible forecefields

Remove your password protected trenches

Stupid custom maps that are not worthy for match making, all respect to the map makers, but they are terribleasy

I cannot see on one of them with the weather change,

Random mud on map. Stupid

/ADD map vetos

That's all I can think of
5 Apr 2016, 00:10 AM
#16
avatar of Smiling Tiger

Posts: 207

It's simple, remove foward retreat points.

Increase emplacements health, but remove your invisible forecefields

Remove your password protected trenches

Stupid custom maps that are not worthy for match making, all respect to the map makers, but they are terribleasy

I cannot see on one of them with the weather change,

Random mud on map. Stupid

/ADD map vetos

That's all I can think of


+1 The map veto idea definitely needs to be implemented and the other ideas are also really good
5 Apr 2016, 01:11 AM
#17
avatar of DonnieChan

Posts: 2272 | Subs: 1

actually all current balance issues root in the mortar pit
5 Apr 2016, 01:45 AM
#18
avatar of elchino7
Senior Moderator Badge

Posts: 8154 | Subs: 2

Pretty balanced in a very bad and unfun way.

With axis you play against ridiculous emplacement spam.
With allies you play against ridiculous volks blobbing.


I'd say the game is pretty balanced for 1v1.

Some units still need some love.
Some strats slightly over-perform.

1v1 certainly is more fun as allies. You don't have to worry about facing snooze-fest Brit emplacement, bloody maxim spam or Stuart+M5quad rush cheese when you play as allies.


+1 and i'll say that the option that lacks in the poll is: "Every faction has something they can abuse"
5 Apr 2016, 03:31 AM
#19
avatar of Gbpirate
Senior Editor Badge

Posts: 1153 | Subs: 1

Balance is in general good.

Certain units could be buffed
Resource income should be reduced in 3v3/4v4s from each point.
USF should have some way to access MG/AT gun after getting tech. Maybe even small fuel side tech for .50 cal in captain, slightly more expensive side tech (in terms of fuel) for AT gun in LT tech.

Soviets need to have T34/76 available sometime before T4. Like...side tech in T3?
I like (Inverse's...Budwise's?) dissatisfaction with no side tech. Could be great with a P3 in Wehrmacht's T2 but we know that would never happen. Could be possible with T34/76 in T3.


There aren't any real glaring balance issues. Satchel charge/nades should do damage to houses (can't they just give damage to buildings a .1 or .05 modifier to have it due SOMETHING?????).
/endrant
5 Apr 2016, 05:27 AM
#20
avatar of thedarkarmadillo

Posts: 5279

i wouldn't say that any faction is really "OP"
its more they have holes/underperforming/never used units/commanders and have cheese to combat that

they need to buff crappy units so they can nerf cheese units so the meta wont be as stale
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