"Nerfs" means better out of cover performances for a minimal durability nerf of 0.9 RA ?
[citation needed]
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"Nerfs" means better out of cover performances for a minimal durability nerf of 0.9 RA ?
Posts: 141
CoH2 is strategically shallow, and it has always been.
Players have, outside their initial build order one real meaningful decision: their first fuel investment.
Buffing and nerfing that one decision players can make won't change the landscape of players really having no strategic diversity to begin with.
It is not the luchs fault that strategy is shallow in coh2.
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Posts: 1660
[citation needed]
Posts: 367
"Moving accuracy modifier increased from 0.25 to 0.35
Vet 0 Received Accuracy reduced from 0.8 to 0.9
Scoped Enfields Vet 3 bonus removed (this causes Tommies to drop their Bren guns, even though enough models are alive)
Bren gun reload time decreased from 8-9 secs to 6.5 secs
Population cap reduced to 6 from 7 (Becomes 7 at 5-man)
Increased cone of fire from 1 to 5
Tommies are receiving additional changes to their Received Accuracy to allow them to be more offensive and less dependent on cover to engage enemy squads effectively.
Removed in-cover defense bonus (0.9 RA) -- squad retains offensive bonus in cover
Reverted target size from 0.9 to 0.8
Lowered Veterancy 2 RA bonus from 0.76 to 0.78"
So...? Improved in everything but doesn't get a situational RA cover bonus
Their veterancy RA bonus has also been adjusted as starting RA improved.
Better moving accuracy, better bren reload, better pop to avoid low mp income with pop...care to EXPLAIN where is such "hurr durr muh nerf" ?
Posts: 2636 | Subs: 17
Their veterancy RA bonus has also been adjusted as starting RA improved.
"Moving accuracy modifier increased from 0.25 to 0.35
Vet 0 Received Accuracy reduced from 0.8 to 0.9
Scoped Enfields Vet 3 bonus removed (this causes Tommies to drop their Bren guns, even though enough models are alive)
Bren gun reload time decreased from 8-9 secs to 6.5 secs
Population cap reduced to 6 from 7 (Becomes 7 at 5-man)
Increased cone of fire from 1 to 5
Removed in-cover defense bonus (0.9 RA) -- squad retains offensive bonus in cover
Reverted target size from 0.9 to 0.8
Lowered Veterancy 2 RA bonus from 0.76 to 0.78"
Removed in-cover defense bonus (0.9 RA) -- squad retains offensive bonus in cover
Lowered Veterancy 2 RA bonus from 0.76 to 0.78"
"Moving accuracy modifier increased from 0.25 to 0.35
Scoped Enfields Vet 3 bonus removed (this causes Tommies to drop their Bren guns, even though enough models are alive)
Bren gun reload time decreased from 8-9 secs to 6.5 secs
Population cap reduced to 6 from 7 (Becomes 7 at 5-man)
Increased cone of fire from 1 to 5
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Posts: 587
The Luchs is killing strategic diversity in the game because it makes certain builds impossible due to its oppressive timing.
Posts: 367
To be clear, I am not against this statement, but there exist certain builds that force axis into rushing atg's, but for allies, the only one that does the same is infact the luchs rush.
This difference seems odd to me, and I rather wish I could fight lights as axis without sinking MP into a unit that does jack shit vs infantry.
Posts: 367
Calculating RA stats for dummies:
+
=
Can you explain where you saw any RA buff in any of this? (Higher RA modifier = worse RA modifier)
0.9 RA gone from cover from Vet0 onwards is a big nerf. 0.9 RA is literally what stands in the way of turning Tommy (specialist) AI performance equal to Grenadier (generalist) AI performance; not counting riflenades and fausts and stuff.
Posts: 367
There are only 2 ways how to balance lights vehicles:
1. Decrease their shock value by making the come later, at the same time their counterparts hit the field, but make them useful through whole game (eg current Luchs nerf)
2. Decrease vehicle performance so its shock value doesnt hamper the balance so much. This change, however, results into useless late-game vehicles.
Posts: 587
like which unit?
flame car?
Posts: 367
vs okw indeed, but vs ostheer the list gets expanded to m5, usf ht (forget which m-designation that one has) stuart, aec and ofc the t70.
Posts: 587
your right about the flame car, depend on the map, since small arms and mines can kill it tho.
but it never have the impact a luch does. but when i play okw sometimes i go an at gun just becouse of the flame car that is coming.
t70 come very late, u got already snares, mines, and a luchs which is a soft counter,
your right about the usf ht
aec - is a light veciule coutner, it does almost no dmg to infantry same thing with stuart,
and osther got snares, and mines which kills in 1 hit some of these.
Posts: 509 | Subs: 1
To be clear, I am not against this statement, but there exist certain builds that force axis into rushing atg's, but for allies, the only one that does the same is infact the luchs rush.
This difference seems odd to me, and I rather wish I could fight lights as axis without sinking MP into a unit that does jack shit vs infantry.
Posts: 367
I'll clarify: vs okw, UC and flamecar generally forces a rak (as you always do) since other ways aren't reliable enough.
Vs ostheer, t70, aec, stuart etc are all enough to harrass infantry on the map and forcing retreats. You have soft counters (tellers) but those, again, aren't reliable enough.
Therefor, most ostheer players (myself included) go pak40 vs these threats.
The same is currently true for the luchs: you have soft counters, but you need an ATG to reliable stop the threat in time.
Impact of luchs is greater sure, but forcing 270-320 mp into a pure AT unit for axis cannot be underestimated.
I would rather see similair things happening to UC etc, so I don't have to rush ATG's as the axis factions either.
Posts: 367
+1.
I understand the approach in regards to luchs rush, but still looks a bit ackward to me. The amount of time to deploy it seems a bit too much imo.
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Posts: 367
You should probably explain target size and RA to people, or at least use consistent descriptions then.
You describe RA changes and target size changes synonymously, which is confusing to those who don't spend hours in the attribute editor.
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