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Relic Winter Balance Preview v1.6 Update

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20 Jan 2017, 18:04 PM
#1
avatar of capiqua
Senior Mapmaker Badge

Posts: 985 | Subs: 2

Relic Winter Balance Preview v1.6 Update



Winter Balance 1.6 Notes here -->

Feedback thread -->

Mod workshop location-->

Please post replays here-->

20 Jan 2017, 18:12 PM
#2
avatar of __deleted__

Posts: 4314 | Subs: 7

Can someone make full list of changes whitch are of force in 1v6 ? Also with all numerical changes. THX
20 Jan 2017, 18:15 PM
#3
avatar of __deleted__

Posts: 4314 | Subs: 7

Wait. You literaly only nerfed already weak penals in 1v5. I thought they were getting some buffs to AI department with removal of AT. Or Am I missing something ?
20 Jan 2017, 18:16 PM
#4
avatar of DonnieChan

Posts: 2272 | Subs: 1

aaa
20 Jan 2017, 18:17 PM
#5
avatar of aaa

Posts: 1487

nice joke
20 Jan 2017, 18:19 PM
#6
avatar of Mr.Smith

Posts: 2636 | Subs: 17

Wait. You literaly only nerfed already weak penals in 1v5. I thought they were getting some buffs to AI department with removal of AT. Or Am I missing something ?


They get access to the AT satchel, vanilla. i.e., the AT satchel is no longer locked behind the PTRS upgrade
20 Jan 2017, 18:22 PM
#7
avatar of Svalbard SD

Posts: 327

Well done on reducing the 1.5 omni-potency of Penals. A flavoured infantry unit representing a niche role/historical theme should not be taking over roles of core/elite squads like Conscripts and Guards. A step in the right direction.
aaa
20 Jan 2017, 18:23 PM
#8
avatar of aaa

Posts: 1487

IDK but the whole problem of T1 non-viability is the fact that it has 0 counter to light vehicle rush.
So it will be guards docs every game again.

Maybe add m42 to T1 as 4th unit if ptrs is out.
20 Jan 2017, 18:24 PM
#9
avatar of pigsoup
Patrion 14

Posts: 4301 | Subs: 2

cool cool cool
20 Jan 2017, 18:26 PM
#10
avatar of Outsider_Sidaroth

Posts: 1323 | Subs: 1

So the M20 will keep costing 340 MP?
20 Jan 2017, 18:29 PM
#11
avatar of Muad'Dib

Posts: 368

The reverted light vehicle changes may come back in a later update or a later version of WBP? I liked them :(
20 Jan 2017, 18:30 PM
#12
avatar of le_saucisson_masque

Posts: 485 | Subs: 1

jump backJump back to quoted post20 Jan 2017, 18:23 PMaaa
IDK but the whole problem of T1 non-viability is the fact that it has 0 counter to light vehicle rush.

So it will be guards docs every game again.


that's the way T1 always worked.

T1 -> good AI, weak Anti vehicle
T2 -> weak AI, good anti vehicle.

that's one of the chore mecanic of coh 2 balance between ost & soviet and it is good to see it again.
20 Jan 2017, 18:30 PM
#13
avatar of DAZ187

Posts: 466

has this game only become about penals? locking flamers behind molly really? is merging the AT nades and mollys into one packaged too much work? i guess 2k17 is all about NOT IN SCOPE. :snfPeter:
20 Jan 2017, 18:32 PM
#14
avatar of Mr.Smith

Posts: 2636 | Subs: 17

The reverted light vehicle changes may come back in a later update or a later version of WBP? I liked them :(


Later version of WBP, I'd say is extremely unlikely. The Scope stepped in, and demanded a sacrifice in volume of changes to keep patch to a minimum.

The only way we will be seeing them back is if the community steps up and request them (e.g., for a future minor update).
20 Jan 2017, 18:33 PM
#15
avatar of Dangerous-Cloth

Posts: 2066

Wait. You literaly only nerfed already weak penals in 1v5. I thought they were getting some buffs to AI department with removal of AT. Or Am I missing something ?


lol

I know this is bait, but still, lol
20 Jan 2017, 18:48 PM
#16
avatar of Tobis
Senior Strategist Badge
Donator 11

Posts: 2307 | Subs: 4



Later version of WBP, I'd say is extremely unlikely. The Scope stepped in, and demanded a sacrifice in volume of changes to keep patch to a minimum.

The only way we will be seeing them back is if the community steps up and request them (e.g., for a future minor update).

Wait, so you didn't just pull them out because they were already good and didn't need more testing? You pulled them out because Relic says patch is too big and they can't make it to the final version?
20 Jan 2017, 18:53 PM
#17
avatar of kitekaze

Posts: 378



They get access to the AT satchel, vanilla. i.e., the AT satchel is no longer locked behind the PTRS upgrade


The Penal PTRS upgrade was good. If the number of PTRS was the problem, simply increase PTRS for veterancy (start with 1 PTRS, add one PTRS for vet 1, add another one for vet 3)

Guard could use bazooka instead of PTRS (IIRC in MoW Guard use lend-lease bazooka as their AT weapon) so no overlap. They can come to the field with one bazooka and another one lock behind vet.
aaa
20 Jan 2017, 18:55 PM
#18
avatar of aaa

Posts: 1487

One way or another soft cointer to LV rush should exist in T1. Or best docs are out of the game as it is now.
One option is M42 plus much longer repair time for light vehicles. Now they hit mine repair it in 10 sec as if nothing happened.

Ptrs penals would do well if their AI is removed and sprint is available to run away from infantry. So dedicated AT unit.
20 Jan 2017, 19:02 PM
#19
avatar of Mr.Smith

Posts: 2636 | Subs: 17

Guys, regarding T1 anti-vehicle counters, please be aware that Penal satchels now act as a snare. It's not the best snare in the game, but it will probably be good enough to hold vehicles at bay.
20 Jan 2017, 19:05 PM
#20
avatar of wouren
Senior Social Media Manager Badge

Posts: 1281 | Subs: 3

I feel a lot more confident in the balance team with 1.5 and 1.6.

Could you round down some of the more gratuitous decimals in the mod? Maybe down to the hundredth? Right now, we have decimals to the thousandth and ten- and hundred-thousandth.
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SHOUT IT OUT!

No ProfanityNumber of ShoutsRefresh Shout Box
adamírcz: Might be onto somethin here, combine side armour existing, maps where flanking is a viable option, and hopefully also heavies actually being less manouverable than mediums (lookin at you coh2), and it might be fun gameplay
Yesterday, 13:39 PM
Willy Pete: Shouldn't coh3 heavies actually have insane front armor values? The glory days of 400+ Kt armor wouldn't be as bad when side armor is a thing. Not to say its a good idea lol
Last Friday, 23:14 PM
aerafield: But then again, maybe CoH3 superheavies should actually have insane armor values because the whole game is designed for the clumsy & inept anyway :snfPeter:
Last Friday, 23:04 PM
aerafield: It's like you have to coordinate an entire orchestra of abilities and the correct units, meanwhile your opponent just clicks his 1 superheavy tank occasionally...
Last Friday, 23:01 PM
aerafield: the giga frontal armor also made these units too oppressive in average or low ELO games
Last Friday, 22:59 PM
aerafield: Massive HP pool but reasonable amount of armor is way healthier design
Last Friday, 22:57 PM
aerafield: Say what you want, but the titanium frontal armor design of coh2 superheavies was bullshit. Too many bad players not getting punished for their bad micro because penetration RNG carries them
Last Friday, 22:57 PM
Willy Pete: Also the attack ground with the pak40 looked perfect, that Pershing should be dead
Last Friday, 19:18 PM
Willy Pete: Ahh just saw the other one that died. Some bad rng I think but there was an AT gun at med range for a chunk of that fight
Last Friday, 19:14 PM
Willy Pete: Which KT? I saw one got almost deleted but it also showed its side to a hellcat AND the m5. I think the player even admitted he got lucky
Last Friday, 19:10 PM
Lady Xenarra: I understand that the devs want to sell the Allied part of the DLC, but the KT got swiss cheesed like a COH2 bunker on treads :S
Last Friday, 15:16 PM
SupremeStefan: They should make dlc separataly for axis and alies
Last Friday, 10:28 AM
SupremeStefan: 25$ is actually a ok price for 40 abilites = 8 commanders = 4 battlegroups. But problem is that it comes in bundle
Last Friday, 10:24 AM
Willy Pete: Have they shown the actual trees yet for the new commanders? Skimmed through the deep dive today, didnt see em
Last Thursday, 22:29 PM
Rosbone: Big Tonk boners incoming :hansGASM:
Last Thursday, 17:38 PM
donofsandiego: Probably not
Last Wednesday, 14:57 PM
Lone-Wolf: Hi guys. Error code -4. Any fixes?
08 Feb 2025, 17:09 PM
donofsandiego: Probably not
07 Feb 2025, 16:57 PM
SkYisTheLimiT_CoH: any coh2.org admin there ?
07 Feb 2025, 12:43 PM
Lady Xenarra: Ever the contrarian, aerafield.
07 Feb 2025, 11:59 AM

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