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June 21st Balance update

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17 Jun 2016, 00:35 AM
#121
avatar of $nuffy

Posts: 129

Wasn't KT about to get a price reduction as the compensation for massive rear armor nerf ? It was in the notes of one of iterations I think..

The rear armor nerf is more punishing for the unit of such price and "mobility" than all other heavy's in game.
17 Jun 2016, 00:39 AM
#122
avatar of Vuther
Senior Moderator Badge

Posts: 3103 | Subs: 1

Any word on what Luftwaffe doctrine is receiving instead of the mg34? Are they rolling with the recon sweep or something? ugh sorry it's 1.20am and I was working dayshift, sorry for missing that. disregard that question

That appears to be the case, the Luftwaffe Ground Forces Doctrine is getting a Reconnaissance Overflight to replace the HMG34. The Fortifications' Doctrine's HMG34 will be replaced with LeFH 18 Artillery.
17 Jun 2016, 01:04 AM
#123
avatar of elchino7
Senior Moderator Badge

Posts: 8154 | Subs: 2

Brace yourselves, Sturmpios complains are coming.

#ChangeSpVet
#FixStunNade
17 Jun 2016, 01:28 AM
#124
avatar of ZombiFrancis

Posts: 2742

All other general purpose mines do damage to a maximum of 2 member in a squad.


0o

Engine destroy and Tread Break Criticals removed from all mines.


Reigels too?

Developer Comments: We feel the Sexton is one of the UKF's most underperforming units.


The Valentine weeps.

Good patch overall, although I am a little disappointed Sturmpioneers with panzerschrecks was considered the best option. Same with the StGs on Volks. I still firmly believe that MP40s for the whole squad would've been the way to go. But that's how volks were in CoH1 so I think on virtue of that it'll never happen in CoH2. :\

But then again I thought Obers should've been the ones getting Panzerschrecks, so silly me.
17 Jun 2016, 02:16 AM
#125
avatar of Smiling Tiger

Posts: 207

jump backJump back to quoted post17 Jun 2016, 00:33 AMJadame!
Giving OKW LeFH was worst change i ever seen.


Why exactly is it the worst change ever, its going to make sim cities less viable now that both axis factions can field heavy artillery.
17 Jun 2016, 02:22 AM
#126
avatar of What Doth Life?!
Patrion 27

Posts: 1664

This patch is awesome but a few changes aren't making it from Mirage_Fla's balance mod that are asbolutely necessary:

Territory and Victory Points
Done to improve pathfinding.

-No longer block to help with pathfinding
This is the #1 most important change that MUST be implemented IMO. Semoisky center VP is the most obvious spot where you can see how much it affects "quality of life."

New ability added to HMGs and vehicles that have clips/magazines for their cannons

Added to ensure players can me sure their units don't reload at the start of the battle after a previous engagement.

-Force Reload ability added.

251/M5/M3 Half-Tracks
These units now gained shared veterancy from infantry units to allow them to gain veterancy faster. While it does affect them when upgraded, these units already rank up quickly. This change is to mainly help the transport and reinforce versions of thes eunits to be more effective.

-Now gain shared veterancy from nearby infantry units.

Planes

Change up their functionality and reduce RNG. Loiter planes should get one pass in before being shot down by AA units in the area. Pintles currently have little purpose in terms of air defense as of this update. Crash damage removed to prevent RNG from killing units when AA does its job.

-All attack aircraft (Stuka, IL-2, Typhoon, P-47) have 200 health and 35 armour to allow for AA units to shoot them down in a consistent manner.
-Cargo planes have 240 health and 35 armour.
-Deflection Chance to instantly killed planes removed from all AA weapons.
-Now deal 0 damage on crash

Prioritize Aircraft
Added to allow the AA units to focus on bringing down planes when they are called in.

-AA units have gained Prioritize Aircraft

Sweepers for Soviets and Ostheer

Due to the issue of these units reaching veterancy 2 without flamethrowers, the sweepers now provide a repair bonus to these units to help them in the support role.

-Now provide 0.5 repair speed for pioneers and combat engineers.

Concussion and Stun Grenades
No longer stops units from retreating but will still slow the target momentarily when hit.

-Stun grenades now reduce speed rather than forcing units to the ground where they are unable to act.

LMGs for moving and non-prone users and LMG bug-fixes (Commandos, Paras, Obers)
Adjusted the LMG profile for these units. Previously weapons such as the DP-28 and MG-42 were worse in the hand of these units as their weapon profile was worse. This has been adjusted. Furthermore, the Ober LMG has been adjusted to be on par with the standard Ober LMG, just without the ability to fire on the move.

-MG-34 damage for the non-Ober users changed from 8 to 6.
-LMG profiles should now be on par throughout all files. Previously DPS was reduced for certain LMG users.

Wire, Sandbags, and Tank-traps
Reduced the health of these objects to 10 to 20 hitpoints when being constructed to counteract ghost objects. These objects will have their previous health restored once they are fully constructed.

-Health of most objects set to 10 to 20 hitpoints during construction. Objects must be completed to regain their full health status.

Light Vehicle Pathing

-Removed the 0.001 in the turn plan to prevent 360 degree sudden turns

Demo Charges

-Removed the automatic instant death gib critical should any soldier be caught within the weapon's AOE.

Call-In Vehicles (Medium and Heavy Armour)

Select call-ins cost 50% more in both fuel and manpower until specific structures or tech items are built to encourage more tech usage.

-Ostheer Heavies require Heavy Panzer Korp for normal price. Panzer IV Command Tanks require Support Armour Korp. Stug E and Puma require Battle phase II for normal price.
-USF requires Major tech for Pershings.
-All Soviet mediums and heavies require the Mechanized Kompenya for normal price.
-OKW requires Schewer Panzer HQ for heavies to be deployed at normal price.
-UKF requires either Hammer or Anvil tech for heavies to be deployed at standard price.


All of these changes are great but the 1.25 rec. acc. on setup teams and the change so VP's and CP's don't block vehicle pathing are the two most important IHMO.
17 Jun 2016, 03:09 AM
#127
avatar of EtherealDragon

Posts: 1890 | Subs: 1

+1 to incorporating some version of Miragefla's "No Tech Call-In Cost Penalty" Crutching on Command Panther, Pershing, and the like when you are losing can be pretty lame.
17 Jun 2016, 03:20 AM
#128
avatar of Mistah_S

Posts: 851 | Subs: 1

This update is kinda shit IMO, especially with OKW having barely any crowd/blob control that doesnt cost fuel.

It'll be GG in a 3v3 and up if you are up against USF.
17 Jun 2016, 03:24 AM
#129
avatar of What Doth Life?!
Patrion 27

Posts: 1664

This update is kinda shit IMO, especially with OKW having barely any crowd/blob control that doesnt cost fuel.

It'll be GG in a 3v3 and up if you are up against USF.


MG34 HMG Team

Strategic Diversity || Experimental

Developer Comments: This change was driven from a popular idea that was expressed by the community. Community has voiced their opinion that they feel the OKW needs a suppression platform to deal with enemy blobs but also to have additional options other than always blobbing more Volksgrenadiers. To address this we have raised the MG 34s accuracy to improve its damage output against targets at range and reduced its cooldown to improve damage output at engaging multiple targets. MG-34s are now standard in the OKW arsenal. The doctrinal call-in has been replaced by the more powerful MG42.

• Mid accuracy from 0.41 to 0.5
• Far accuracy from 0.14 to 0.28
• Cooldown from 2.5/3 to 1.75/2.5
• Available in the H.Q but requires a Battle Group H.Q or Mechanized H.Q.


It was simply an oversight that they didn't include this in the latest notes. They wouldn't be giving Fortifications the LEFH and Luftwaffe a recon ability if they weren't including this change.

17 Jun 2016, 03:45 AM
#130
avatar of Vuther
Senior Moderator Badge

Posts: 3103 | Subs: 1



It was simply an oversight that they didn't include this in the latest notes. They wouldn't be giving Fortifications the LEFH and Luftwaffe a recon ability if they weren't including this change.


Oh no, non-doc HMG34s are in the notes. You two just missed it. :p

MG34 HMG Team

Developer Comments: This change was driven from a popular idea that was expressed by the community. Community has voiced their opinion that they feel the OKW needs a suppression platform to deal with enemy blobs but also to have additional options other than always blobbing more Volksgrenadiers. To address this we have raised the MG 34s accuracy to improve its damage output against targets at range and reduced its cooldown to improve damage output at engaging multiple targets. MG-34s are now standard in the OKW arsenal.


Mid accuracy from 0.41 to 0.5
Far accuracy from 0.14 to 0.28
Cooldown from 2.5/3 to 1.75/2.5
Cost increased from 210MP to 230MP
Available in the H.Q but requires a Battle Group H.Q or Mechanized H.Q.
17 Jun 2016, 04:28 AM
#131
avatar of Jadame!

Posts: 1122



Why exactly is it the worst change ever, its going to make sim cities less viable now that both axis factions can field heavy artillery.


Bcz you are not supposed to camp with OKW and have arty which requires no fuel on faction which floats MP?

Its beyond stupid now, lame strats like kt stalling needs to be punished, not rewarded.
17 Jun 2016, 04:42 AM
#132
avatar of RedDevilCG

Posts: 154

So... nothing changed from the balance preview except for adding crush back in, and finalizing the MG42 replacement call-ins?
17 Jun 2016, 04:53 AM
#133
avatar of What Doth Life?!
Patrion 27

Posts: 1664

So... nothing changed from the balance preview except for adding crush back in, and finalizing the MG42 replacement call-ins?


Mines might function the same as the most current preview mod but the wording is different here.

"Team weapon gunners target priority lowered" seems to be new.

There's a handful of bulletin changes.

Bofors barrage changes.

Sturmtiger: Removing a critical that abandons the Sturmtiger at 50% health when damaged. This also wasn't in the older notes if I recall.

And the bug fixes.
17 Jun 2016, 05:18 AM
#134
avatar of RealName

Posts: 276

Healing cost for OKW:

100+15
200+25
100+15



Yeah, if this game were any realistic, it should be the Americans with the expensive ass healthcare.
17 Jun 2016, 06:21 AM
#135
avatar of BeefSurge

Posts: 1891

Does the .50 cal have the listed penetration only when using the AP rounds ability, or does that stack with the listed pen?

Also: no OKW Flaktrack changes? It's an extremely niche unit and with the 15 fuel healing cost and nondoc MG34 there is zero reason to build it, it needs to be buffed into a cheap, light anti every platform, like Volks but in vehicle form.
17 Jun 2016, 06:33 AM
#136
avatar of TheMachine
Senior Caster Badge

Posts: 875 | Subs: 6

Great changes, but disappointed to see so many issues left in the game, despite Mirage fixing them in the CE mod, as well as quality of life changes like flags not blocking pathing not being implemented.
17 Jun 2016, 06:42 AM
#137
avatar of PanzerGeneralForever

Posts: 1072

Love what they did with mg Gunners getting lowest priority unless specifically selected
17 Jun 2016, 06:46 AM
#138
avatar of Iron Emperor

Posts: 1653

jump backJump back to quoted post16 Jun 2016, 19:12 PMButcher
So we have Obersoldaten magically appearing out of the Schwerer Truck in the middle of the map?

I´m no fan of that. It´s either totally OP when attacking with AT guns and suddenly facing a squad more or totally frustrating for the OKW player to instantly take damage on the squad. Also it looks silly. Having the units hit the field as reinforcements was kind of cool.


This will indeed happen, although I also disagree to have elite infantry getting out of the base, you have to consider that Obers are totally worthless without their LMG34 or Stg44 upgrade. It depends on your ammo if they'll get good from about 30 seconds on the map.
17 Jun 2016, 06:57 AM
#139
avatar of Katitof

Posts: 17914 | Subs: 8



False. Target tables can go against individual unit types for select weapons.

My bad, completely forgot we have these now :guyokay:

Probably because god damn relic hardly ever uses the bloody thing for anything instead of solving balance problems with it! :hansRAGE:

jump backJump back to quoted post17 Jun 2016, 00:35 AM$nuffy
Wasn't KT about to get a price reduction as the compensation for massive rear armor nerf ? It was in the notes of one of iterations I think..

The rear armor nerf is more punishing for the unit of such price and "mobility" than all other heavy's in game.


No, it wasn't, just like IS-2 wasn't despite losing same amount of armor.
If heavy tanks are unrewarding to flank, you make them rewarding to flank, NOT compensating for them actually having a weak spot.



Why exactly is it the worst change ever, its going to make sim cities less viable now that both axis factions can field heavy artillery.

For example, because it will allow OKW simcity as you'll now have counter for indirect fire barraging on your trucks/pak43 and allow you to camp until KT?
17 Jun 2016, 07:00 AM
#140
avatar of TheMachine
Senior Caster Badge

Posts: 875 | Subs: 6

Yeah, that gunner priority change completely baffles me, why not just remove the Death loop, like with MG42 and Vickers
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