Guards need a adjustment
Posts: 2243
2in1 unit. They even schredd expansiver units like fallis easily...proof:
https://www.twitch.tv/videos/256098201?t=42m31s
(there you can find other examples to)
make them expansiver (AND THEIR REFRESH COST ARE REALLY CHEAP) or less effective
Posts: 2458 | Subs: 1
What I think I will get: Interesting and well thought out post about why Guards are OP and how to nerf them.
What I got: Ullumulu.
FeelsBadMan
Posts: 17914 | Subs: 8
This is why ullumulu "tests" are 100% valid.
Also guards:
Cost more.
Are doctrinal.
Have more expensive AI upgrade.
More expensive unit beats less expensive unit.
More shocking news at 11.
Posts: 1890 | Subs: 1
Posts: 2184 | Subs: 2
- come with two Lend-Lease Bazooks, 1st level of the vet - shoot at vulnerable places - slightly increases the Bazooks damag or temporarily destroys tracks.
- DP-27 upgrade, replace the Bazooks to DP-27, the 1st level of the vet - hit the dirt. What would make them a solid long-distance unit
Posts: 5279
Posts: 2243
Remember kids, there is no micro, no abilities and no cover in coh2.
This is why ullumulu "tests" are 100% valid.
Also guards:
Cost more.
Are doctrinal.
Have more expensive AI upgrade.
More expensive unit beats less expensive unit.
More shocking news at 11.
WHat are u talking about?
are fallis cheaper than guards? are fallis nondoc unit yet? Drunk? and obers are expansiver when u include the refreshing from models.
Posts: 1044 | Subs: 1
Remember kids, there is no micro, no abilities and no cover in coh2.
This is why ullumulu "tests" are 100% valid.
Also guards:
Cost more.
Are doctrinal.
Have more expensive AI upgrade.
More expensive unit beats less expensive unit.
More shocking news at 11.
Don't PTRS guards win in cover since they will likely destroy the cover of the opponent?
and yeah guards are already pretty expensive and making their reinforcement costs more would bleed super heavy at 1 model. Honestly, I still think the best way to balance them is making the PTRS or DPs exclusive then they can still retain that powerful AI presence while not ruining the utility if you want a soft AT counter. If they get the AI power nerfed back down they will return into irrelevance like they were pre-patch.
Also im pretty sure ullumulu has posted this thread a couple times now, its just annoying now.
Posts: 17914 | Subs: 8
WHat are u talking about?
are fallis cheaper than guards? are fallis nondoc unit yet? Drunk? and obers are expansiver when u include the refreshing from models.
Long range infantry wins against close/mid range infantry at long range engagement.
And yes, guards cost more then fussies.
Do you want more shocking facts?
Please, ask more stupid questions.
Posts: 4183 | Subs: 4
Long range infantry wins against close/mid range infantry at long range engagement.
And yes, guards cost more then fussies.
Do you want more shocking facts?
Please, ask more stupid questions.
Falls are good at all ranges. They're probably best at long as well, since they're a glass cannon.
Posts: 2243
Long range infantry wins against close/mid range infantry at long range engagement.
And yes, guards cost more then fussies.
Do you want more shocking facts?
Please, ask more stupid questions.
FALLIS NOT FUSSSIS!! leanr the fact...try harder
Posts: 17914 | Subs: 8
FALLIS NOT FUSSSIS!! leanr the fact...try harder
That's even worse then.
Falls are NOT direct combat mainline infantry, guards are.
Falls are flankers and ambushers, without cover they will easily go down to anything but cons.
And guards are STILL more expensive then falls. 80 mp in falls cost are for drop on field and they don't pay anything for the weapons.
So now that my small mistake that changed nothing for the convo is sorted out, please proceed to humiliate yourself.
Posts: 5279
Edit: maybe give them slightly longer set up time so they are less attack movey and more prepared positiony
Posts: 13496 | Subs: 1
Theres no unit like guards. Upgraded they are potent thats undeniable but there is no other unit in the game that loses 2/3 of its firepower by moving/being displaced. And those remaining weapons are bolt actions no less. Heavy infantry. And while 6 models iirc they have a target size of 1 making them only as durable as any other soviet squad. But 3 cp will be a fine nerf given their performance and the sov now having AT in both tiers.
Edit: maybe give them slightly longer set up time so they are less attack movey and more prepared positiony
Guards are target size 0.97.
Posts: 5279
Guards are target size 0.97.
Are they really? Hmmm stats.hu seems to be down which is why i didnt double check. Maybe that is a small nerf that could be applied then? I mean its very small but it all adds up eh
Posts: 1930
WHat are u talking about?
are fallis cheaper than guards? are fallis nondoc unit yet? Drunk? and obers are expansiver when u include the refreshing from models.
part of the falls' deployment cost is being able to spawn from buildings.
which should go down by quite bit. IIRC the falls still have instant grenade, as well.
They could get the infiltration commandos treatment.
Posts: 1002 | Subs: 2
Are they really? Hmmm stats.hu seems to be down which is why i didnt double check. Maybe that is a small nerf that could be applied then? I mean its very small but it all adds up eh
Don't worry, you're not going crazy. It was a pretty lowkey change they received in DBP. Given how many changes there were (especially to guards), it's pretty hard to keep track of.
Posts: 2243
Remember kids, there is no micro, no abilities and no cover in coh2.
This is why ullumulu "tests" are 100% valid.
Also guards:
Cost more.
Are doctrinal.
Have more expensive AI upgrade.
More expensive unit beats less expensive unit.
More shocking news at 11.
U are only act like this because ullu open this Tread.
Everybody test like this...everytime i see Performancetest..see test it in a static fight szenarios. No micro no nothing.
Maybe cover...but without too.
You can look mostly every testvid...all have this setup.
Dont get more angry when you read something from me...calm down ..or make your own Performancetest and proof other facts.
Do you want to tell us thats guards are weak? Good balance? Look like you are biased...like me.
Posts: 13496 | Subs: 1
part of the falls' deployment cost is being able to spawn from buildings.
which should go down by quite bit. IIRC the falls still have instant grenade, as well.
They could get the infiltration commandos treatment.
Fall airdrop like paras.
Posts: 5279
Don't worry, you're not going crazy. It was a pretty lowkey change they received in DBP. Given how many changes there were (especially to guards), it's pretty hard to keep track of.
My track record for recalling stats has been pretty abysmal lately so if you said it was always .97 i would have belived you. Glad to know im not completely out of though! Thanks
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