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12 Dec 2017, 17:42 PM
#1521
avatar of BIH_kirov_QC

Posts: 367



Maybe so. Most of my friends quit playing almost altogether after brits, and none of them have come back. None of the patches since have been enough to convince any of them to come back beyond a game or two.
And in most cases those games have reinforced their decision to not bother with coh2.

This is the perspective I have. I'm the weird guy who never left and I'm particularly aware of the survivor bias in these balance forums and patches.


i know that we dont got a great playerbase. but hey this my game, i love it, i will support it and support anybody that put time in it.

12 Dec 2017, 17:45 PM
#1522
avatar of Mr.Smith

Posts: 2636 | Subs: 17

in the video there's not only falls he didi it for all units ober too
maybe leave close damage the same and lower the mid one ?


The only engagement that was particularly troubling was the Falls vs PPSh cons one, and we know for granted that Falls +15% accuracy modifier at Vet5 is not applying properly at all.

It's probably OK if yolorushing shot-range units can win with a sliver of health on a test-lab scenario. That's because in the live game you would never wait it out until the end. A short-range unit has to commit to a fight, and if their retreat path is cut off in the meantime, they risk being wiped. A long range unit can always throw grenades from their cover, or retreat after they've inflicted enough bleed.

Long-range units also perform far better in a blob than short-range units.

PS:
We also strongly suspect that hit the dirt is rather OP, and we'll probably further reduce the RA bonus it gives to bring it a bit more inline.
12 Dec 2017, 17:51 PM
#1523
avatar of Stug life

Posts: 4474



The only engagement that was particularly troubling was the Falls vs PPSh cons one, and we know for granted that Falls +15% accuracy modifier at Vet5 is not applying properly at all.

It's probably OK if yolorushing shot-range units can win with a sliver of health on a test-lab scenario. That's because in the live game you would never wait it out until the end. A short-range unit has to commit to a fight, and if their retreat path is cut off in the meantime, they risk being wiped. A long range unit can always throw grenades from their cover, or retreat after they've inflicted enough bleed.

Long-range units also perform far better in a blob than short-range units.

PS:
We also strongly suspect that hit the dirt is rather OP, and we'll probably further reduce the RA bonus it gives to bring it a bit more inline.
i would say grens too was a bit strange , if hurra was used they might have almost 0 casualty that would not be fair
and they can pull a draw with obers too if they use hurra
12 Dec 2017, 17:54 PM
#1524
avatar of Dangerous-Cloth

Posts: 2066



This solution is identical to increasing MechHQ build time by an equal amount of seconds.


No it isn't. Since when you add total build time to the MechHQ, you delay all other units. With the timer on the luchs, you only delay the only problem in that tier.


The solution will simply not work because people are just going to adjust their build order to put the MechHQ truck 15-20 seconds before they would normally do. Then, it would only take 1 week for people to finetune their build order, and we're back to luchs-rush meta.

Unless MechHQ build time increases to beyond 3 minutes (which would be retarded), it won't have any effect on delaying the Luchs.


Why not make its accuracy on the move less good? And make it less nimble? The current problem with it is that it can push units of the field, chase them and wipe them reliably and get away fast when trouble arrives. The unit however needs a window of opportunity without its hard counters there.


A more long-term sustainable solution would be to redesign what goes in OKW T0, OKW T1 and OKW T2 so that tiers actually have both long-term value and present interesting trade-offs (rather than I go T2 for Luchs rush/Stuka and T1 for healing, and forget about T1/T2 units for the rest of the game). However, we aren't allowed to do this; especially at this point.


Sad to hear.
12 Dec 2017, 18:11 PM
#1525
avatar of Mr.Smith

Posts: 2636 | Subs: 17



No it isn't. Since when you add total build time to the MechHQ, you delay all other units. With the timer on the luchs, you only delay the only problem in that tier.


Not really.

If you lay down MechHQ at the precise moment you have enough for the MechHQ (but not enough for a luchs), you need to wait for 60 more fuel for the Luchs.

60 more fuel is easily 2-3 minutes. The MechHQ will finish being produced well before those 2-3 minutes you are waiting to receive fuel income.

If you do this, and the proposed cooldown is shorter than, say, 2 minutes it will have no effect of delaying the Luchs.


Why not make its accuracy on the move less good? And make it less nimble? The current problem with it is that it can push units of the field, chase them and wipe them reliably and get away fast when trouble arrives. The unit however needs a window of opportunity without its hard counters there.


That's a performance adjustment to the Luchs. We find there's nothing wrong with Luchs performance, and altering its vet0 performance would make a delayed luchs a severe liability. Nobody would build it, and if you don't have luchs you don't have MechHQ.

This is sort of like the Flame Hetzer in DBP. For anybody that's used it briefly, it's Vet0 performance is extremely meh. However if you get the Hetzer at Vet1, it becomes actually damn good for cost.

One of the upcoming changes to the Hetzer is giving it its Vet1 performance at Vet0, just to facilitate it entering the field.
12 Dec 2017, 18:26 PM
#1526
avatar of Mr.Smith

Posts: 2636 | Subs: 17

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.


If only the solution to non-linear teching had not been staring us in the eyes for many years now...

A mandatory supply yard construct/upgrade to OKW teching would do so much to alleviate the pain that is the MedHQ/MechHQ fork.

Soviet and OST teching is OK.

Brits will also be OK now that their Tommies -have- to buy their upgrades.

USF teching could kinda work with the free officers if we swap AAHT and Stuart.

Non-linear teching only works if:
- The cost for double-dipping isn't too cripling (e.g., CoH1 USF design/Soviet T1/T2 design)
- Or, each tier is self-sufficient, but there's FU/MP trade-offs to make to access all the tools (e.g., USF if we swap Stuart with AAHT).

Otherwise, non-linear teching requires you to put almost everything at T0, and only use T1/T2 to buy 1-2 units max and then forget about the tier (OKW current design).
12 Dec 2017, 18:35 PM
#1527
avatar of RussianHamster

Posts: 88



The only engagement that was particularly troubling was the Falls vs PPSh cons one, and we know for granted that Falls +15% accuracy modifier at Vet5 is not applying properly at all.

It's probably OK if yolorushing shot-range units can win with a sliver of health on a test-lab scenario. That's because in the live game you would never wait it out until the end. A short-range unit has to commit to a fight, and if their retreat path is cut off in the meantime, they risk being wiped. A long range unit can always throw grenades from their cover, or retreat after they've inflicted enough bleed.

Long-range units also perform far better in a blob than short-range units.

PS:
We also strongly suspect that hit the dirt is rather OP, and we'll probably further reduce the RA bonus it gives to bring it a bit more inline.

Other inf squads here. Problem are not in conscripts. Rifles looks especially funny.
https://www.twitch.tv/videos/208969206
12 Dec 2017, 18:38 PM
#1528
avatar of Stug life

Posts: 4474


Other inf squads here. Problem are not in conscripts. Rifles looks especially funny.
https://www.twitch.tv/videos/208969206
well it's in cons too, they can draw with obers if the use hurra and ppsh imagine if they use hit the dirt too
edit: ok just tested with hit the dirt(at 10 range) and hurra they win with 1 man vs vet 5 obers mg 34 in green cover (i think is the reload that kills the ober they lose all their dps in those 3 seconds and the cons even the loses during the hurra)
12 Dec 2017, 18:54 PM
#1529
avatar of jagd wölfe

Posts: 1660


Other inf squads here. Problem are not in conscripts. Rifles looks especially funny.
https://www.twitch.tv/videos/208969206

Vet 5 falls losing to ptrs penals, bar rifle and bren tommies, why are you surprised ? the game finally reached fully balanced form.
12 Dec 2017, 19:00 PM
#1530
avatar of ZombiFrancis

Posts: 2742



If only the solution to non-linear teching had not been staring us in the eyes for many years now...



Precisely. I still maintain that even EFA would improve with supply yard style tech components.

But this potential solution seems forbidden, even in a test environment such as these preview patches. I worry that there will never be an opportunity to address this if we try to make do with changes without them.

And if it will never be approved, which I really do doubt, then we're all squandering resources trying to balance with broken scales.

I can never discount the massive volume of applaudable QOL changes or bug fixes, even the ones I disagree with (mines hitting 2 entities) because they don't try to sidestep scope restrictions or tempt fate with changes that may result in more bugs or imbalances.
12 Dec 2017, 19:01 PM
#1531
avatar of RussianHamster

Posts: 88


Vet 5 falls losing to ptrs penals, bar rifle and bren tommies, why are you surprised ? the game finally reached fully balanced form.

It was a guards, not a penals. And all have max vet, to be honest, not only falls.
12 Dec 2017, 19:03 PM
#1532
avatar of ferwiner
Donator 11

Posts: 2885

Why exactly should more expensive, considering both ammo and manpower, long range AI specialist squad lose to an all range infiltration squad at long range? That would be mad. Same goes with commandos, they are also infiltration squad, but they are much, much more expensive with brens.

Would you also be suprised by a sniper losing in that position?
12 Dec 2017, 19:06 PM
#1533
avatar of Hon3ynuts

Posts: 818



Regardless of vet 5 15% accuracy not working, it still seems out of whack that vet 4 falls would perform similarly, given that many other units get 40% accuracy bonuses at vet 2, waitng until vet 5 to get 30% accuracy total seems very out of line with other units veterancies. This is particularly bad considering they do not recieve any weapon upgrades, meaning that their veterancy could be better to compensate when it is in fact worse.

Similarly though paratroopers have relatively poor poor veteran bonuses, but they have access to some of the best weapon upgrades available.
12 Dec 2017, 19:07 PM
#1534
avatar of Stug life

Posts: 4474

Why exactly should more expensive, considering both ammo and manpower, long range AI specialist squad lose to an all range infiltration squad at long range? That would be mad. Same goes with commandos, they are also infiltration squad, but they are much, much more expensive with brens.

Would you also be surprised by a sniper losing in that position
I think it's because commando are cc units wipe machine while falls are "supposed" to be long mid range units cause they lose even to ppsh cons rushing them while in green cover, they should excel in something be close mid or long range, but they can't even beat RM
12 Dec 2017, 19:10 PM
#1535
avatar of RussianHamster

Posts: 88

Why exactly should more expensive, considering both ammo and manpower, long range AI specialist squad lose to an all range infiltration squad at long range? That would be mad. Same goes with commandos, they are also infiltration squad, but they are much, much more expensive with brens.

Would you also be suprised by a sniper losing in that position

Here was a tommies and rifles, which you will have in most of all game agains UKF and USF. And problem are in, which a basic infantry squad can become stronger than elite infantery.
I know what commandos have more cost and need ammo for brens, but if need be they can pick brens and annihilate enemies on every range, while falls cant do nothing to be stronger.
12 Dec 2017, 19:15 PM
#1536
avatar of ferwiner
Donator 11

Posts: 2885

I think it's because commando are cc units wipe machine while falls are "supposed" to be long mid range units cause they lose even to ppsh cons rushing them while in green cover, they should excel in something be close mid or long range, but they can't even beat RM


They excel at infiltration. Using them from hidden position with bundle nade or blendkorpfer is a good way of wiping squads, as their all range guns are really good at finishing weak models. They can also use camo to flank the enemy as he positions his troops along directional cover to repel volk blob.

In defence they are just as good as an lmg squad which is quite well considering their abilities. They are never ment for long outslaughts or frontal attacks. They also are not a good blob material. And that is exactly what we expect from them in a ballanced form.


Here was a tommies and rifles, which you will have in most of all game agains UKF and USF. And problem are in, which a basic infantry squad can become stronger than elite infantery.
I know what commandos have more cost and need ammo for brens, but if need be they can pick brens and annihilate enemies on every range, while falls cant do nothing to be stronger.


Falls have better choice of granades than commandos, better profile of base weapon and AT capabilities. Is that really that little? Mind that base cost of falls is 360 (without the infiltration fee) and they even get 10% discount on reinforce.

But I actually agree that infiltration commandos got buffed too much in DBP.
12 Dec 2017, 19:24 PM
#1537
avatar of Lago

Posts: 3260

A mandatory supply yard construct/upgrade to OKW teching would do so much to alleviate the pain that is the MedHQ/MechHQ fork.


Which trucks would the supply yard be prerequisite for?


- Or, each tier is self-sufficient, but there's FU/MP trade-offs to make to access all the tools (e.g., USF if we swap Stuart with AAHT).


I'd love to see Stuart and AAHT swap places: they both fit into the strategy of the opposite tier. Why won't Relic let you do it? It's not as if units haven't moved tiers before.
12 Dec 2017, 19:24 PM
#1538
avatar of Stug life

Posts: 4474



They excel at infiltration. Using them from hidden position with bundle nade or blendkorpfer is a good way of wiping squads, as their all range guns are really good at finishing weak models. They can also use camo to flank the enemy as he positions his troops along directional cover to repel volk blob.

In defence they are just as good as an lmg squad which is quite well considering their abilities. They are never ment for long outslaughts or frontal attacks. They also are not a good blob material. And that is exactly what we expect from them in a ballanced form.



Falls have better choice of granades than commandos, better profile of base weapon and AT capabilities. Is that really that little? Mind that base cost of falls is 360 (without the infiltration fee) and they even get 10% discount on reinforce.

But I actually agree that infiltration commandos got buffed too much in DBP.
so do commado and even better beging a 5 man squad and with wipe potential that can still come out of houses while falls now need some sort of scouting to not die (they drop like para while being 4 man)
12 Dec 2017, 19:27 PM
#1539
avatar of ferwiner
Donator 11

Posts: 2885

so do commado and even better beging a 5 man squad and with wipe potential that can still come out of houses while falls now need some sort of scouting to not die (they drop like para while being 4 man)


Sorry, I don't get the idea of your post. Yes, commando changes are stupid and potentially dangerous to ballance. Yes, okw mostly has 4 men squads. They have 2 that have more than 4 men and both of them couse ballance issues since okw release. There is nothing new here.
12 Dec 2017, 19:33 PM
#1540
avatar of jagd wölfe

Posts: 1660



The only engagement that was particularly troubling was the Falls vs PPSh cons one, and we know for granted that Falls +15% accuracy modifier at Vet5 is not applying properly at all.



So you are implying that vet 3 ppsh cons should be able to rush no hourra to green covered vet 4 falls and kill them all ?
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