Login

russian armor

Week 3 Update to the Balance Mod

PAGES (8)down
20 May 2016, 20:11 PM
#121
avatar of Spielführer

Posts: 320



light gammon bomb has shorter fuse time ( most important) and i think better aoe far damage.

Also relic plz look at falls they suck terribly especially against vet 3 rifles and tommies


The Fallschirmjäger should be like in CoH1. The FG42 should be a slow firing, heavy damage dealing, assalt rifle. Not this kind of SMG like an UZI
20 May 2016, 20:18 PM
#122
avatar of TheMachine
Senior Caster Badge

Posts: 875 | Subs: 6

Oh jeez, I just realised that Grenade buff effects Falls and Obers too. I am having terrifying thoughts of Fallschirms instapoping out of houses and wiping AT guns with the nade with no chance to react.
20 May 2016, 20:24 PM
#123
avatar of Banillo

Posts: 134

Oh jeez, I just realised that Grenade buff effects Falls and Obers too. I am having terrifying thoughts of Fallschirms instapoping out of houses and wiping AT guns with the nade with no chance to react.


the same goes for insertion commandos.
20 May 2016, 20:30 PM
#124
avatar of RedDevilCG

Posts: 154

On the topic of Falls...

I'm not sure if it has been brought up yet, but shouldn't fallschirmjager have their target size changed from 0.87 to 0.80 like other veteran infantry? Paratroopers too. Target size reference:

Rangers: 0.8
Royal Eng: 0.8
Tommies: 0.8
Paratroopers: 1.0

PGs: 0.8
Jaeger: 0.8
Falls: 0.87
20 May 2016, 20:32 PM
#125
avatar of Putinist

Posts: 175



The Fallschirmjäger should be like in CoH1. The FG42 should be a slow firing, heavy damage dealing, assalt rifle. Not this kind of SMG like an UZI


Better give them another weapon then. FG42 had higher RoF than an UZI.

The full auto was probably rarely used though.
20 May 2016, 23:23 PM
#126
avatar of wouren
Senior Social Media Manager Badge

Posts: 1281 | Subs: 3



Better give them another weapon then. FG42 had higher RoF than an UZI.

The full auto was probably rarely used though.


As the balance of the gun shifted as it fired due to the side mounted clip, (combined with the fact that automatic fire hits jack shit at range) it was pretty much impossible to use auto at medium-long combat ranges.
21 May 2016, 00:24 AM
#127
avatar of Putinist

Posts: 175

jump backJump back to quoted post20 May 2016, 23:23 PMwouren


As the balance of the gun shifted as it fired due to the side mounted clip, (combined with the fact that automatic fire hits jack shit at range) it was pretty much impossible to use auto at medium-long combat ranges.


Yep, thus the "rarely used"
21 May 2016, 00:54 AM
#128
avatar of PencilBatRation

Posts: 794

with no chance to react.
With a visible, relatively long animation you have enough time to react.


Good thing is they become invisible at vet 2 and not right when popping out.


@RedDevil: Falls are OK now. Their vet bonuses make up for every supposed shortcomings.


ON topic; Will they finally add smoke barrage for the leIG?!
21 May 2016, 00:55 AM
#129
avatar of wouren
Senior Social Media Manager Badge

Posts: 1281 | Subs: 3



Yep, thus the "rarely used"


Just agreeing with you c:
21 May 2016, 02:28 AM
#130
avatar of RedDevilCG

Posts: 154

@RedDevil: Falls are OK now. Their vet bonuses make up for every supposed shortcomings.
I can't seem to find the numbers for their vet. Do you have them on hand?

Also, what do you think about Paratroopers? That seems to be a pretty mediocre commander, and the Airborne could use a small buff. Even 0.9 instead of the current 1.0.

ON topic; Will they finally add smoke barrage for the leIG?!
Er, I think your whole post was on topic unless you're thinking this is the nerf LeIG thread. :P
21 May 2016, 02:42 AM
#131
avatar of PencilBatRation

Posts: 794

https://www.coh2.org/guides/29892/the-company-of-heroes-2-veterancy-guide


Paras too reward micro with vet. Due to their high RA and numerous models they bleed MP like hell but if you manage to vet them up then you got yourself a real exterminator unit.

:p
21 May 2016, 06:28 AM
#132
avatar of mortiferum

Posts: 571

Oh jeez, I just realised that Grenade buff effects Falls and Obers too. I am having terrifying thoughts of Fallschirms instapoping out of houses and wiping AT guns with the nade with no chance to react.


*Infiltration commandos
*Light Gammon bomb perfectly balanced TM

)))))))))))))))))))))))))))))
21 May 2016, 08:17 AM
#133
avatar of Spielführer

Posts: 320



Better give them another weapon then. FG42 had higher RoF than an UZI.

The full auto was probably rarely used though.


Depends on the version. FG42 Ausf. E had about 900 rounds, while the Ausf. G had 750 rounds. UZI is iirc about 600 to 650 rounds (only had this in Bundeswehr time as MP2). Also there were even more Ausf. from the FG42

Still the 8mm Mauser packed a punch like a donkey. Even more than current nato 7,62 rounds. So "rarely" is kinda underrated :D

And than this SMG behaviour is kinda bullshit. It should be semi automatic or "slow" automatic fire like in CoH1 with a good punch and not this pee shooter SMG style.
21 May 2016, 09:48 AM
#134
avatar of Putinist

Posts: 175



Depends on the version. FG42 Ausf. E had about 900 rounds, while the Ausf. G had 750 rounds. UZI is iirc about 600 to 650 rounds (only had this in Bundeswehr time as MP2). Also there were even more Ausf. from the FG42

Still the 8mm Mauser packed a punch like a donkey. Even more than current nato 7,62 rounds. So "rarely" is kinda underrated :D

And than this SMG behaviour is kinda bullshit. It should be semi automatic or "slow" automatic fire like in CoH1 with a good punch and not this pee shooter SMG style.


Dunno which model is used in Coh2, but I haven't found any sources saying that the RoF dropped to <600rpm with the later models (model II, which is what ausf G was called I believe, = 600-750rpm). Then there's other type of "uzi" nowadays with way higher RoF of course.

Yeah, "rarely" is probably an understatement, as wouren elaborates as well :p. Probably only used with a bipod lmg style, or in close combat, and maybe sometimes just for shits and giggles..

To not deviate too much from topic, I do think I know what you mean now with "slow" automatic fire, not to slow down the actual rate of fire when the trigger is pressed but to make burst shorter with higher damage? I don't know how it was in coh 1.
21 May 2016, 10:25 AM
#135
avatar of Spielführer

Posts: 320

than maybe have a look at fallschirmjäger from coh1. the FG42 packed a good punch. maybe you find something from youtube
21 May 2016, 11:09 AM
#136
avatar of Putinist

Posts: 175

than maybe have a look at fallschirmjäger from coh1. the FG42 packed a good punch. maybe you find something from youtube


I don't oppose them packing a punch, I only oppose a slowed down RoF that doesn't represent the RoF that the weapon actually had. No opinions on balance in other words, just aesthetic opinions. If you by "slow" rate of fire meant shorter & fewer burst, but with higher damage, I'm totally up for it instead of the spray´n pray behaviour. But I would hate an FG-42 firing full auto sounding like a potato digger.
25 May 2016, 04:05 AM
#137
avatar of wongtp

Posts: 647

u know, if you want things to be used as they were designed, design them to be effective on how they are going to be used.

tanks are pretty much rng cannons right now to infantry, scatter and aoe are generally unreliable on them, sometimes they hit something per shot, sometimes they miss for 3 shots in a row, sometimes they squad wipe. there needs to be consistency on medium tanks against infantry.

lower the effective killing aoe, reduce the scatter. let the main gun be capable of wounding infantry, while the real killers being the hull mg/coaxial.

then we can use these things like proper gun platforms rather than rng machines while crushing is a more effective method to deal with infantry.
29 May 2016, 09:52 AM
#138
avatar of spajn
Donator 11

Posts: 927

BRING BACK CRUSH
29 May 2016, 10:22 AM
#139
avatar of strafniki

Posts: 558 | Subs: 1

BRING BACK CRUSH - MAKE MEDIUM TANKS OP AGAIN
29 May 2016, 12:30 PM
#140
avatar of JohnnyB

Posts: 2396 | Subs: 1

Oh jeez, I just realised that Grenade buff effects Falls and Obers too. I am having terrifying thoughts of Fallschirms instapoping out of houses and wiping AT guns with the nade with no chance to react.


Jager light infantry doesn't pop out from buildings with infiltration grenades ready to be thrown. So i see no point for falls to exit from buildings with their bundle grennades ready. It's not quite right.... Same should be appicable to all units that exist from buildings and can throw grenades, no matter if we speak about falls, partisans or whatever.
PAGES (8)down
0 user is browsing this thread:

Ladders Top 10

  • #
    Steam Alias
    W
    L
    %
    Streak
Data provided by Relic Relic Entertainment

Replay highlight

VS
  • U.S. Forces flag cblanco ★
  • The British Forces flag 보드카 중대
  • Oberkommando West flag VonManteuffel
  • Ostheer flag Heartless Jäger
uploaded by XXxxHeartlessxxXX

Board Info

772 users are online: 1 member and 771 guests
mmp
1 post in the last 24h
7 posts in the last week
39 posts in the last month
Registered members: 49065
Welcome our newest member, Huhmpal01
Most online: 2043 users on 29 Oct 2023, 01:04 AM