September Balance Patch preview [SPBP] - general discussion
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Posts: 1527
Permanently BannedVolks only got a lousy 10mp cost increase? Very sad. Just remove the sandbags.
Wonder what the pgren g43s feel like now.
Posts: 711
Posts: 4474
the ober tech change is point less they would basically be penal that comes a bit before tank comes out as they lack lmg and u ONLY GET THEM IN THAT TIER
volks changes still don't address the STG problem, changing to mp 40s and adjusting volks vet would be better
sturm still over burned with roles
Raketenwerfer 43 will still hit the worlds objects and lacks shield, use a normal at gun model, or better just copy paste the usf at-gun stats and make the camo have first srtike bonus at vet 1 (200% pen and acc for firsts hoot)
sturm officer rework doesn't have a points, at least make it like the soviet or osther one
vicker will still not suppress but it's a start
the buff to FF was uncalled for and we will see even more spam of them
the Churchill nerf still doesn't address the fact that it has the frontal armor of a p4 in the rear (180 rear armor)
at least add a 1/3 MP refund to emplacements
Jackson price increase still doesn't give it a weakness like other TD (flanking, speed,fixed turret, accuracy, etc)
i would rather remove pack howy auto fire but increase the barrage range to 160 and fire more shells x barrage so player input is rewarded, USF already has a mortar for auto fire role
rifle company changes will still not make it viable
very happy for the counter barrage buff finally having a role
hope the spotting scope changes doesn't count rotation as movement or it's dead
cp4 without any ai buff will be pretty useless as it was barely used with 0.8 reduction, 0.9 will be the nail in the coffin
maxim will still fail to suppress squad coming straight for it, buff the suppression nerf the set up time
the cons changes are welcome but again does not fix their early problem and penals being so much better
partisan changes still fail to address the enormous reinforce cost, allow cons to merge in to them
still no changes to penal while nerfing volks will upset the fine balance they had between each other
other changes are welcome tho
over all expect an increase in win rate for soviet and ukf and a decrease for okw
Posts: 692
About halftrucks (OST and SU) - they were designed to support units on battlefield, but they almost never builded. How about to add medic upgrade? With similar mechanic to USF medic car. It will increase their popularity and i hope we would see these usefull units more often.
speak for yourself man, I consider halftracks to be a requirement and always have one up
Posts: 711
I suggesting make from su-76 tool for infantry support and make it work like artillery piece not TD. It what it did historically - destroy bunkers and mg-nests, fight against vehicle was secondary role, not main. TD must become secondary role.
Add to SU-76 artillery mode - it get cone of fire and acts like leig or pak howi. In mode it stationary and can't move, need some time to pack up.
Posts: 2458 | Subs: 1
Fallschirmjägers having 2 of their 4 FGs locked behind T4 is ridiculous and makes no sense to me whatsoever.
Posts: 390 | Subs: 2
Also, how about a usable vet 1 ability such as recon flare or long range smoke canisters?
Posts: 570 | Subs: 1
Oh and are all call in heavies tied to having a existing schwere?
Posts: 17914 | Subs: 8
Posts: 911
About Su-76, was decided to make barrage more consistent from terms of damage - good change, but it don't decide problem, that you can see SU-76 once in blue moon. Like old ostwind. It struggle (only softcounter) against mediums, but overkill against LV. Also against LV you have ptrs penals, or zis-gun if T2 and cons were choosed. They hardcounter LV more than enough.
I suggesting make from su-76 tool for infantry support and make it work like artillery piece not TD. It what it did historically - destroy bunkers and mg-nests, fight against vehicle was secondary role, not main. TD must become secondary role.
Add to SU-76 artillery mode - it get cone of fire and acts like leig or pak howi. In mode it stationary and can't move, need some time to pack up.
The reason why you dont see a su76, is not because its bad persay, but is because the t70 is always a much, much better choice.
Posts: 3053
I've noticed that paratrooper support squads with bazookas will often get revealed while in camo when models turn. This doesn't happen with any other squad that has camo and usually makes you miss out on the damage boost that they're supposed to get out of camouflage, or just get revealed when you don't want them to be through no force of your own.
I'm guessing this isn't intentional, but it's very unfortunate and makes the unit not be really able to function as intended.
https://www.coh2.org/topic/82369/paratrooper-support-squad-problem
Posts: 1002 | Subs: 2
It'd be nice if they fixed the paratrooper support squad camo issue. I've already explained it in an old thread so here's the explanation and link.
The issue was and is being investigated.
Posts: 3053
The issue was and is being investigated.
Nice, glad to hear it's being addressed. It's the only form of camo that seems to do that unintentionally.
Also, will airborne timed charges destroy LefH's now?
Posts: 3166 | Subs: 6
Fallschirmjägers having 2 of their 4 FGs locked behind T4 is ridiculous and makes no sense to me whatsoever.
That's because the FG 42s got buffed and Falls were changed to 2CPs. With 4x FG 42 that'd be really early for a semi-Obers squad. But if feedback proves they'd be fine with 4x FG 42 at that timing, we can change it (for example it could instead be tied to the first half of the SPHQ).
Posts: 556
And a Curchill limit of 2...
Posts: 528 | Subs: 1
Posts: 5279
Posts: 960
With that said, some of the changes stand out as "really strange" to me. I'll do a more detailed list in the faction specific threads covering the actual buffs/nerfs, but these changes seemed odd to me:
OKW
Sturm Offizier - what's the point of this unit? The buff aura made sense, although the retreat issue was annoying. Now it's just another squad, but it can't get upgrades?
UKF
Churchill Mk.VII - the pop cost wasn't the issue, it was the armor, as others have pointed out. +2 pop won't really change anything the unit's performance.
USF
M36 'Jackson' - +5 fuel isn't going to change/fix the problem.
OST
No panther changes?
Posts: 3166 | Subs: 6
The changes are meant to mimic the Brummbar AOE profile (large area of effect with health damage, but small kill radius) but at a reduced power level. Iconic features should still be there (IS-2 should still have the biggest AOE but also the biggest scatter, Pershing should still be the most effective, while Tiger and Tiger II should still be consistent) but the guns should now give much more reliable and predictable damage, forcing squads to retreat in 2-3 hits (up to 4-5 if they miss some shots) instead of being an RNG fest of either completely missing or wiping several models in one hit.
Replays would be great.
Posts: 1614 | Subs: 3
Good changes but would tweak further
- "Panzer Authorization must be repurchased if the Panzer HQ is destroyed and is required for all heavy tank call-ins."
One of the reasons why Spec Ops was such a popular choice is because losing your Schwerer as OKW is extremely punishing. I think Panzer Authorization should be a one-time purchase, with only the Flak having to be repurchased. What I mean:
- Cost of Schwerer from 100MP/80 in preview to 150MP/80.
- Panzer Authorization from 100MP/40 in preview to 50MP/40.
- NEW: Flak has to reactivated if you replace Schwerer and have upgraded Panzer Authorization. Costs 50MP/20.
- "Osttruppen Supply Drop - Manpower cost from 450 to 400"
I feel the bigger problem is that it comes too late. It comes at 4 CP when most light vehicles have already arrived on the map, with the possible exception of the T70. An MG34 at 4 CP is even more absurd. I feel the drop should be 3 CP like the AT gun in USF's Airborne Doctrine.
- "Command Panzer 4 - Aura damage reduction modifier from 0.8 to 0.9."
For the same cost as a P4, but worse AI and AT performance, you get a 10% damage reduction. It already wasn't the most popular option (atleast in 1v1), this makes it even harder to justify. I think it could use a further cost reduction to 110 fuel or a different compensation.
- Pgren/Stormtrooper G43 changes
Good changes, but possibly not enough. I would go a step further with the upgrade giving all 4 Pgren/Storm models a G43, while reducing the moving dps from 0,9+ to a more reasonable 0,8. Otherwise, if that still doesn't justify upgrading, a different approach could be giving upgraded Pgrens (and Storms) 50 sight, instead of 42. That way, even if performance is lacking, it would still give the upgrade a clear advantage in vision.
- Sturmoffizier changes
Great changes. Could also remove that weird drawback of forced retreat giving a 50% accuracy buff to nearby enemy squads, making it unusable against blobs.
Disagree with
- Fallschirmjäger FG42 buffs
Most changes to Falls seem great, but I don't think the FG42 buff is needed. FG42's already deal insane damage at all ranges, especially with veterancy, buffing their dps further could make them very frustrating to play against. I'd rather see some mild RA buffs, so you're not reliant on good model drop RNG for your Falls to perform.
Other suggestions for next patch
- Other officers
Here are some basic ideas to improve the other officers, besides the Sturm Offizier:
- Sturmpionier Schrecks
A reduction to Panzerschreck cost to 60 munitions, possibly make it not exclusive to Sweepers. I'm not exactly sure how it will work out, but not being able to retreat Raketen could make it more vulnerable to aggressive super light vehicles. Sturmpionier Panzerschreck being more accessible would give OKW another option to fend off these lights, so OKW doesn't have to deathblob in the early game, if patch does indeed make Raketen a worse option against super lights.
- Ostheer Mortar Halftrack Incendiary Shell
This ability is in a far worse state than the ISG's incendiary barrage ever was. It's a single flame shell with massive scatter that costs 45 munitions. It's sometimes advised to use this against Sim City, but even in that role I find it's a total waste of resources. Could get a similar treatment as ISG's incendiary barrage will get.
- Osttruppen Reserves
The same as normal Osttruppen except at 3 CP, more expensive and with a miniscule chance of them getting an LMG. This ability should really be looked at.
Anyway, preview looks great, many spot-on changes.
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