Login

russian armor

June 21st Balance update

PAGES (19)down
17 Jun 2016, 12:12 PM
#161
avatar of Mr.Smith

Posts: 2636 | Subs: 17



"British Emplacements stronger" lol :D

With counter battery nerf they are really easy to counter, or did you always run into bofors with flamer pioneers in order to destroy it??? :rofl:


I have not been able to try the nerfed counter-battery (that's because I have the commander). Can you tell me exactly how the nerfed counter-battery will work?
- Do I have to pay 30 munitions per howitzer to activate?
- Or do I activate this once, and both my howitzers start raining shells?
- How does that affect ordering units into the production queue?

In any case; counter-battery was never even a factor in anything bigger than 2v2 (counter-battery wouldn't "even" reach half of the map). Everything else remains untouched; or becomes indirectly stronger.

On the other hand, emplacements are considerably stronger in bigger modees than they are in 1v1. This is because in 1v1:
- You can pretty much predict the opponent's building order at any stage in the game (emplacements into Cromwell/Comet; duh)
- There is still enough room to wiggle around and cap territory; even with the super-range mortar-pit auto-attack.

What I mean is that with:
- Certain counter-options removed (good riddance Volksblob)
- The potential Bofors suppression buff

... emplacement spam might have received an indirect buff (no matter how minor), when what was really badly needed was a nerf/redesign.
17 Jun 2016, 12:17 PM
#162
avatar of medhood

Posts: 621

jump backJump back to quoted post17 Jun 2016, 12:03 PMKatitof

Yep, exactly this.

Now, I guess axis mine fields still murder anything that walks over it?
Its only logical to give it the same treatment, yet nothing was done?

Mine Fields mines do 40 damage each and there is also signs showing their location, just because other mines got nerfed against infantry doesnt mean this one has to, no one had problems with it

The problem was mines wiping full health squads and sweepers cant be everywhere to protect all your squads this made RNG a major factor in games were you could lose Vetted, Upgraded squads to a single 30 muni mine just because you didnt have a sweeper when you decided to run up to that cover or when you were popping a squad of infantry from or through a building and losing that squad because the building had a door mine

Mine Fields dont have this issue cause first off they have signs that show their exact location so a player doesnt need a sweeper to protect his infantry from mines only be watchful over his squads, 2nd you cant efficiently door mine with these

We have to also remember that General-Purpose mines will suppress now to make up for their nerf in infantry killing power, a buff for a nerf if you may, Mine Fields dont get this suppression

17 Jun 2016, 12:17 PM
#163
avatar of Katitof

Posts: 17914 | Subs: 8



I have not been able to try the nerfed counter-battery (that's because I have the commander). Can you tell me exactly how the nerfed counter-battery will work?
- Do I have to pay 30 munitions per howitzer to activate?
- Or do I activate this once, and both my howitzers start raining shells?
- How does that affect ordering units into the production queue?

In any case; counter-battery was never the issue in anything bigger than 1v1 (counter-battery wouldn't "even" reach half of the map). Everything else remains untouched; or becomes indirectly stronger.

What I mean is that with:
- Certain counter-options removed (good riddance Volksblob)
- The potential Bofors suppression buff

... emplacement spam might have received an indirect buff (no matter how minor), when what was really badly needed was a nerf/redesign.


It works exactly the same as brace now.
Duration, then cooldown, activation just like now.
17 Jun 2016, 12:20 PM
#164
avatar of Stug life

Posts: 4474

jump backJump back to quoted post17 Jun 2016, 10:22 AM$nuffy


and there he mentions IS freakin' 2 :lolol: as if it isn't considerably more agile, cheaper, with bulletins that KT lacks it actually can have even superior frontal armor :loco: and guess what, with the actual patch it's getting an accuracy and penetration buffs that make it even more effective against Axis heavy armor. Sapienti sat.

For a tank that can barely move, and costs as much, with such drastic nerf of the rear - KT should get it's old frontal armor back. That will make flanking for the allied expendables - guess what; even more "rewarding" and that's the goal right ? o_O
kt is strong man that 240 damage really can change the fight
17 Jun 2016, 12:26 PM
#165
avatar of dreamerdude
Benefactor 392

Posts: 374

17 Jun 2016, 12:31 PM
#166
avatar of Mr.Smith

Posts: 2636 | Subs: 17

jump backJump back to quoted post17 Jun 2016, 12:17 PMKatitof


It works exactly the same as brace now.
Duration, then cooldown, activation just like now.


I was afraid of that.

Given that there are two howitzers, does this also mean that you can continue to have Counter-Barrage perpetually active?
e.g., if Howitzer1 is on cooldown, you activate Howitzer2

(ignoring munitions cost for now)

The way I see this will work is the following.

If you are in danger:
- First, you Brace, if its available (since it costs nothing, still)
- If Brace is on cooldown, you activate the T1 howitzer
- Once the counter-battery expires, your Brace should be almost ready to fire-up again.
- If you run into serious trouble, you always have the option of alternating between T1 howitzer and T3 howitzer.

Per each activation, you aren't really paying 30 munitions to save just one mortar pit. You are paying 30 munitions (per 90 seconds) to keep your entire sim-city safe.
17 Jun 2016, 12:37 PM
#167
avatar of Katitof

Posts: 17914 | Subs: 8



I was afraid of that.

Given that there are two howitzers, does this also mean that you can continue to have Counter-Barrage perpetually active?
e.g., if Howitzer1 is on cooldown, you activate Howitzer2

(ignoring munitions cost for now)

The way I see this will work is the following.

If you are in danger:
- First, you Brace, if its available (since it costs nothing, still)
- If Brace is on cooldown, you activate the T1 howitzer
- Once the counter-battery expires, your Brace should be almost ready to fire-up again.
- If you run into serious trouble, you always have the option of alternating between T1 howitzer and T3 howitzer.

Per each activation, you aren't really paying 30 munitions to save just one mortar pit. You are paying 30 munitions (per 90 seconds) to keep your entire sim-city safe.


You can but it still shuts your production down for the active building and you can't keep it up 100% of the time.
17 Jun 2016, 13:02 PM
#168
avatar of Banillo

Posts: 134

Now that fortification has the howi. OKW sim city is probably better then UKF sim city.

mortar pit + bofors + 17pd < lefh + Flak HQ + pak 43


just go the commandos doc with its great offmap for 325 muni. thorw it and wipe the pak, lefh an if lucky the flak hq, and you dont even need a doc for the brit sim city
17 Jun 2016, 13:08 PM
#169
avatar of Banillo

Posts: 134

jump backJump back to quoted post17 Jun 2016, 11:36 AMStark
ah shame it's not Hummel


if they are not gonna make any money of it they wont give us new units. i vas wanted a new unique arty for okw not a copy from ostherr like thay did with th ostwind, panther, p4, and the pak 43
17 Jun 2016, 13:10 PM
#170
avatar of mycalliope

Posts: 721

maybe increase sturmtiger aoe back to 10 and and its dmg against emplacements 1.5x to counter the british emplacements
17 Jun 2016, 13:14 PM
#171
avatar of Blalord

Posts: 742 | Subs: 1

jump backJump back to quoted post17 Jun 2016, 12:03 PMKatitof

Yep, exactly this.

Now, I guess axis mine fields still murder anything that walks over it?
Its only logical to give it the same treatment, yet nothing was done?


Same with Demo, and demo doesnt have a sign, so its equal lets say :p
17 Jun 2016, 13:40 PM
#172
avatar of Katitof

Posts: 17914 | Subs: 8

maybe increase sturmtiger aoe back to 10 and and its dmg against emplacements 1.5x to counter the british emplacements


Sure thing, just reduce the range to 15 so it doesn't wipe squads and armor alike all the time.
17 Jun 2016, 13:55 PM
#173
avatar of strafniki

Posts: 558 | Subs: 1

strafniki:
Cooldowns and aim-times adjusted.

i can only hope that this is ment to be in a positive way..
17 Jun 2016, 14:04 PM
#174
avatar of Mittens
Donator 11

Posts: 1276

Wait so "Removed all random engine damage criticals from vehicles above 5% health". Does this mean that mines no longer snare or am I reading this wrong?
17 Jun 2016, 14:10 PM
#175
avatar of spajn
Donator 11

Posts: 927





On the other hand, emplacements are considerably stronger in bigger modees than they are in 1v1. This is because in 1v1:
- You can pretty much predict the opponent's building order at any stage in the game (emplacements into Cromwell/Comet; duh)
- There is still enough room to wiggle around and cap territory; even with the super-range mortar-pit auto-attack.




Do you even play 1v1? On many maps you can build sim city near the middle of the map and you can mortar and arty all to their base...
17 Jun 2016, 14:14 PM
#176
avatar of BIH_kirov_QC

Posts: 367

Love what they did with mg Gunners getting lowest priority unless specifically selected


do you know how exactly you manualy tell your squad to attack the gunner in the enemy mg squad?

Is it "A" then click on the model(guner), it seem it doesnt always work tho..
17 Jun 2016, 14:15 PM
#177
avatar of SUCKmyCLOCK

Posts: 207

jump backJump back to quoted post17 Jun 2016, 14:10 PMspajn


Do you even play 1v1? On many maps you can build sim city near the middle of the map and you can mortar and arty all to their base...


https://www.coh2.org/ladders/playercard/steamid/76561197966069137

It would appear not, his player card matches his logic
17 Jun 2016, 14:16 PM
#178
avatar of BIH_kirov_QC

Posts: 367

jump backJump back to quoted post17 Jun 2016, 14:04 PMMittens
Wait so "Removed all random engine damage criticals from vehicles above 5% health". Does this mean that mines no longer snare or am I reading this wrong?


i think you are reading it right.

im not sure i like this change...

they should have made it like with RPG, if the tank has 70% health and less, he get engine demage!
17 Jun 2016, 14:20 PM
#179
avatar of Katitof

Posts: 17914 | Subs: 8

strafniki:
Cooldowns and aim-times adjusted.

i can only hope that this is ment to be in a positive way..

They shoot tad slower from my experience, but don't worry, penals are AI specialists now instead of general pushovers, they make Rifles AI look poor.

However, penals are little short on durability side, so they drop like flies to focus fire, but put up a good fight even against LMG grens on long range.
17 Jun 2016, 14:27 PM
#180
avatar of Rappy

Posts: 526

Disappointed they haven't dealt with the Cromwell Hyper Crush yet. Seems totally bogus since OKW no longer have blobbable anything. And how many months til they deal with the USF mega-blobs? Seems one sided still. They had months to make this good (test out new ideas) and they pretty much stuck with their initial thoughts.
PAGES (19)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

692 users are online: 692 guests
0 post in the last 24h
12 posts in the last week
26 posts in the last month
Registered members: 49851
Welcome our newest member, Eovaldis
Most online: 2043 users on 29 Oct 2023, 01:04 AM