Why did Panthers seem to work in Coh1 but not in Coh2
Posts: 978
What do you think are the reasons they seemed way more balanced in Coh1 despite Wehrmacht vet that could be bought. Is it gimmicks like Blitzkrieg that make it harder to balance? Or did they simply get wrong stats? I can´t point my finger at it but would like to see Panthers like they were in Coh1 again.
Posts: 3145 | Subs: 2
Posts: 4474
Posts: 2561
Why is that important?
Basically because there was no loud call for changing the early vs late game balance. A lower teamgame audience meant there was less people to complain about how much of an advantage late game dominance effected large team games. Especially since the most popular teamgame map was the scheldt.
Coh2 on the other hand has always had a large teamgame audience from the start, so the axis late game advantage was a huge balance topic from day 1. Add on the fact that the first 2 allied factions have even weaker non-doc late game options in coh2 without things like upgradable 76mms, so allies late was even weaker then it was in coh1 half the time.
Posts: 2885
In fact, solid choice is what you can use to describe almost all non-doc ostheer units. Thats why the faction seems so perfect and works with such a synergy. Unless you use one of its meta commanders that completely redefine its gameplay.
Posts: 1930
Posts: 1158
Posts: 1072
Posts: 2742
Posts: 609
Posts: 1585 | Subs: 1
The problem with the Panther right now is that it is hard to budget a T2 to T4 push, which is needed to support this unit. A linear tech through the entire tech tree is near impossible in any game mode, expect the longest 4v4 games. Usually though you get 3 levels of tech and then rely on call ins.
In summary the games are very different, the Panther needs a small amount of love to bring it in line with other units, a good sign the balance is close. If you don't believe me go play COH1 again and see how tank battles resolve, they bear only a slight resemblance to COH2.
Posts: 879
It was always acknowledged Axis had the better late game whereas US was much stronger early to mid. It was just part of the game and the community generally accepted it, whereas in COH2 everyone seems to have had much more of an issue with that design, mainly because Relic always said they were trying to balance across the entire length of the game.
I remember quite a few Montargis games where Axis was literally pushed off the map, with not even a fuel point and we managed to claw our way back with vet. That was annihilation mode though. And why people hated the vet system.
Posts: 677
The problem with the Panther right now is that it is hard to budget a T2 to T4 push, which is needed to support this unit. A linear tech through the entire tech tree is near impossible in any game mode, expect the longest 4v4 games. Usually though you get 3 levels of tech and then rely on call ins.
There is a another solution swap Brumbar with Ostwind. Both units become more attractive and t2 to T4 becomes easier...
The problem with Wer T4 is that it has very expensive very specialized units so you are either left without AI or AT. Allowing cheap ostwind for AI and expensive Panther for AT should work...
Posts: 2636 | Subs: 17
I would rate the reasons for Panther dominance in CoH1 (from strongest to weakest):
1. The vet system (both for Panthers themselves, and the supporting units; Zombie Grens, KCH's, etc)
2. Panthers were very solid anti-everything units
- tank MGs in CoH1 were massively stronger
- the Panther gun in CoH1 is equivalent to CoH2 easy8 (i.e., not the best gun, but still pretty decent)
3. Allied TDs were very cost-inefficient, and they couldn't hurt infantry, unlike the Panther (except the glorious M10 crush)
4. Tank durability seemed to rely more on raw HP rather than armour (RNG)
- In CoH2, a vet2 panther has, literally, the same durability as a Churchill, if you only present its front armour. However, lucky penetrating hits are devastating
5. The fact that the lucky last-shot crit system at 0% HP was only resolved in CoH2
- the more expensive the tank, the higher the stakes
With respect to Panther durability and cost-efficiency, it felt like using a CoH2 firefly to fight a unit with
- The speed of a Comet
- The durability of a King Tiger
- The AI capacity of an easy-8
- The AT capacity of a jackson
- .. while costing something like 10-20% more than the dedicated TD designed to counter it
There is a another solution swap Brumbar with Ostwind. Both units become more attractive and t2 to T4 becomes easier...
The problem with Wer T4 is that it has very expensive very specialized units so you are either left without AI or AT. Allowing cheap ostwind for AI and expensive Panther for AT should work...
You are correct in diagnosing that the biggest issue with T4 is that it contains only expensive, specialist units.
However, if you bring the Brumbar and the Stug together on the same tier, nobody will ever build the other tier; no matter what the other tier contains.
Posts: 13496 | Subs: 1
Posts: 42
Posts: 677
You are correct in diagnosing that the biggest issue with T4 is that it contains only expensive, specialist units.
However, if you bring the Brumbar and the Stug together on the same tier, nobody will ever build the other tier; no matter what the other tier contains.
Stug and Su-76 are over performing while Ostwind is under performing. Stug should be toned down while Ostwind should have its minimum range removed and/or its moving accuracy improved and/or add suppression to its pintal mg.
After swamping the units they should be rebalanced.
Posts: 4630 | Subs: 2
panther can't hit anything. Increase its accuracy (especially on the move) and its fine.
Keep in mind that 0.5 accuracy on move isn't good but Blitzkrieg makes in 100%. Something for something.
Posts: 677
Keep in mind that 0.5 accuracy on move isn't good but Blitzkrieg makes in 100%. Something for something.
No it does not:
1)Blitzkrieg
-25% received accuracy, +35% speed, +60% acceleration.(*-25% received accuracy, +15% speed, +30% acceleration for Tiger and Panther tanks ONLY)
even if it provided accuracy it would not work that way 0.5*1.5=0.75
2)Combat Blitz
+100% accuracy, -50% received accuracy, +40% speed.
Combat Blitz does provide accuracy...
Posts: 4630 | Subs: 2
No it does not:
1)Blitzkrieg
-25% received accuracy, +35% speed, +60% acceleration.(*-25% received accuracy, +15% speed, +30% acceleration for Tiger and Panther tanks ONLY)
2)Combat Blitz
+100% accuracy, -50% received accuracy, +40% speed.
even if it provided accuracy it would not work that way 0.5*1.5=0.75
Well, that's why I never understood all of these +% if it's just adding or multiplying or something else
Livestreams
1 | |||||
29 | |||||
16 | |||||
4 | |||||
2 |
Ladders Top 10
-
#Steam AliasWL%Streak
- 1.655231.739+15
- 2.842223.791+5
- 3.939410.696+5
- 4.35459.857-1
- 5.599234.719+7
- 6.278108.720+29
- 7.307114.729+3
- 8.645.928+5
- 9.10629.785+7
- 10.527.881+18
Replay highlight
- cblanco ★
- 보드카 중대
- VonManteuffel
- Heartless Jäger
Board Info
11 posts in the last week
27 posts in the last month
Welcome our newest member, rwintoday1
Most online: 2043 users on 29 Oct 2023, 01:04 AM