I've also come to the conclusion that the HMG42 really is the lynchpin behind nearly everything currently wrong with the team in the early game. It's supposed to be part of every build order precisely because it enables all of the other long range units (grens, snipers, mortars) to function. The abundance of Allied counters to them is evidence of this.
If the Wehr player isn't so stressed to constantly micro and upgun every gren they can just to stay in the game, then teching to handle early vehicle rushes probably wouldn't be such an issue either.
The HMG42 is meant to be part of the meta because it makes all other interesting metas possible.
Profile of Cyanara
General Information
Broadcast: https://www.twitch.tv/cyanara_au
Steam: 76561197966549909
Nationality: Australia
Broadcast: https://www.twitch.tv/cyanara_au
Steam: 76561197966549909
Nationality: Australia
Post History of Cyanara
Thread: Cyanara's Wehrmacht Overhaul10 Jan 2015, 06:09 AM
In: COH2 Balance |
Thread: Cyanara's Wehrmacht Overhaul10 Jan 2015, 05:31 AM
I've created a card that groups these issues under Broad Design Issues as a means of highlighting that they are not necessarily separate. You can vote for it here. If you agree with the overall sentiments described here, you may wish to check that one out. It links to the individual components to show how it's all connected. In: COH2 Balance |
Thread: Cyanara's Wehrmacht Overhaul10 Jan 2015, 05:08 AM
Sniper card is now available for those who wish to vote for it. I've added several of the suggestions to the main article, and improved some of them based on the arguments made here. Thanks. In: COH2 Balance |
Thread: Cyanara's Wehrmacht Overhaul10 Jan 2015, 04:31 AM
Thanks for reminding me about the stug. There is a card for it, and I agree that it rarely gets built for good reason, so I'll add it into the post shortly. Tiger Ace obviously is an issue as well. I do believe it should probably have an initial fuel cost as a barrier to entry. That said, my preference for heavier tanks having higher CP requirements would be a significant barrier as well. Of course, this thread was mainly about making Wehr/Ost more competitive, so I didn't bother so much with OP stuff yet. Stug E could probably be toned down a bit as well, but currently it's on the few things Wehr/Ost players can count on to save their arses There currently isn't a card for the sniper. I might create one based on the sentiments here so that people can vote on it. In: COH2 Balance |
Thread: Cyanara's Wehrmacht Overhaul9 Jan 2015, 13:07 PM
I imagine that probably is the case. People do seem less than thrilled at how devastating vetted lmg gren blobs are. Technically there should usually be armoured or indirect counters by that point, but it is something that should be looked into. I'd personally put it second to lifting up the team in general though. If people have alternatives to gren blobs, lmgs might not be as big an issue. In: COH2 Balance |
Thread: Cyanara's Wehrmacht Overhaul9 Jan 2015, 12:03 PM
A good point. I wouldn't be opposed to an increase in cost to compensate for whatever buffs they received though. A reasonable fuel cost would make spam a risky choice, and like all light vehicles, they should have a weakness. Flame halftrack is fine as is, it has an AI upgrade like the Sov HT to keep it useful mid game and at T3 unlock it's perfectly balanced. Seeing these thing built every game as soon as T2 went up just ruined the infantry meta a few patches back. Ok, definitely some residual hate for the flame HT from a few people I genuinely don't recall when they were the meta, and can't even remember when they were last useful, so I am confused as to how AT guns, mines, and AT nades couldn't handle them. If it was a problem, it sounds to me like the flame damage should have been nerfed rather than the t3 solution. I've personally never found a use for such an expensive upgrade on such a weak unit at T3. The soviet version at least has range with its upgrade. At any rate, it probably wouldn't matter so much if either of the other 2 T2 units were a bit better at their roles. It's most likely a concern at this point because Wehr players just wish *something* was effective against infantry and flame HTs seem like an intuitive solution. At any rate, halftracks really do serve a useful purpose anyway as mobile reinforcement points kept just behind the frontlines. Flames are probably best as a defensive feature to help keep the fragile unit alive. I can't really picture a situation where 120 munitions wouldn't be better spent elsewhere by that point of the game though. In: COH2 Balance |
Thread: Cyanara's Wehrmacht Overhaul9 Jan 2015, 09:22 AM
Ah, cheers. I forgot about the flame HT. I've chucked it in. Not sure why Relic ever changed that to t3. Soviets usually have AT guns available within 30 seconds, not to mention their amazing mines. You also have a valid point with the MP40s. Their DPS really does seem to drop off with even the tiniest bit of distance. It's not so bad with Assault Grens, since they have sprint to compensate, but pioneers do suffer without a flame thrower. Snipers have a good fire rate. I think their issue is largely the same as grens. They can't stop Allies rushing them, unless you've got some pretty nice micro going on (or better than mine, at any rate ). With a functional HMG to suppress, snipers would probably have a stronger role. In: COH2 Balance |
Thread: Cyanara's Wehrmacht Overhaul9 Jan 2015, 04:59 AM
Hey all, Now, it may come as a shock to you, but some people have quietly voiced occasionally that Wehrmacht is perhaps not quite as robust and flexible as it could be. No, no, it's true, I assure you. People often get drawn into how a single unit should be buffed in these situations, and I encourage you to visit and contribute to the issue tracker where I spend much of my time curating such suggestions. I recently undertook an overhaul of it that I hope you'll find a substantial improvement if you found it getting too cluttered recently. The tracker has helped me develop a more wholistic view of Wehrmacht's various shortcomings, and I'd like to present them to you here, complete with links for you to voice any support. So without further ado: Grenadiers Designed as long-range units, they are unfortunately prone to being rushed easily by conscripts that have oorah and molotovs, and riflemen which just have outright superior firepower. A big part of this problem is with the HMG42 underperforming, which I'll address next. However, I feel there is one simple suggestion that could improve grenadiers in the early game without affecting their long-range role: Give them the ability to build sandbags like volksgrenadiers. This would give them more flexibility in their defensive early-game role and allow them to more effectively punish those who attempt to rush them. It might also be an option to swap LMGs and G43s as doctrinal/standard upgrades. This would grant grens more affordable, close range flexibility earlier on. Vote here HMG42 Let's not mince words here: You fix this, you fix almost everything. This is obviously meant to be a critical and powerful early-game unit for Wehrmacht by preventing Allied troops from closing in on grenadiers. The only problem is that it doesn't. The rate at which it suppresses often allows conscripts to oorah straight at it and throw a molotov. Small riflemen blobs can walk up to it head on and just shoot it to death before being pinned. They scarcely even have to use their excellent smoke grenades. This is also another area where sandbags might help. The numbers of ways in which the HMG42 could be improved is not small, but here are my preferences. Both Allied teams have a number of early-game counters to flank them, so why not just make them suppress very quickly? A fast swivel/traverse time to reward manual targeting would also force Allied players to use intended abilities. The MG42 also has a pathetic vision cone. If it were larger, even current suppression values would be far more effective (although probably still not enough). I'm not concerned about setup/packup times. With its wide cone of fire any rapid micro for this unit should be while set up. Yes, a powerful MG42 would make it the meta, but the point is that it is never enough alone. It enables effectively every other early game unit to function as it is supposed to. It's actually without it that you get the boring metas of one unit type. Make it good enough to buy some breathing room for once and Wehrmacht players will be much less stressed by light vehicle rushes as well. Vote here 222 Scout Car One of the big problems with fighting USF as Wehrmacht is that you're scrambling so damn hard to just to stay alive and cling to some basic map control against rifles that sending your pioneers back to base and teching up to tier 2 is easily overlooked in those first 5 minutes compared to the rapid ease with which you'll find yourself facing a very effective USF light vehicle. Panzerfausts are a waste of ammo, since USF vehicles can repair crits so easily, and you need every scrap of ammo to upgrade your grenadiers to LMG42s anyway. For that same reason, panzergrenadiers with schreks are way too expensive to bother with. A pak40 is invaluable, but can only be used defensively, and one more thing easily crushed by riflemen. Teller mines are not only a very limited defensive option that also consume precious ammo, and are very cheaply found by REs, but usually require some skilled baiting (great if it works though!). This leaves the scout car for affordability and tactical options. However, the first thing you have to do is spend 55 ammo on it before it can do anything remotely useful. Even then, it takes some decent micro to kill an m20. Against a slightly competent flak HT or stuart, it's utterly useless. It doesn't damage infantry much either. It will also die quite easily to small arms fire, and you can kiss it goodbye if it gets within AT nade range. So, suggestions are any mix of increasing HP/armour/cannon DPS, and making the unit come with the cannon as standard. A slight increase in cost, particularly fuel, would probably also be important to limit spamming. It would still need to be highly vulnerable to proper AT weapons. Vote here Sniper Compared to its Soviet counterpart, I do like the German sniper's fire rate. However, people comment on its highly fragile nature. Once again, I think this has much to do with HMGs not doing their job and keeping Allied forces at a safe distance. However, given that it has only one entity per squad, it could perhaps do with a slight improvement to received accuracy, or HP, and perhaps an ability on par with the Soviet sniper sprint. Vote here Panzergrenadiers As discussed, riflemen are pretty hard to beat with anything Wehrmacht have. The obvious solution would be the more expensive panzergrenadiers, and on tight green-cover maps they can be quite devastating if they get in close. However, for the cost of 340MP the fact is that they die way too easily, especially compared to 390MP shock troopers. They also seem to love to move in an elite, tight formation I like to call 'The Suicidal Sheep'. When faced with an armada of heavily and mobile armoured t34/85s, panzergrenadiers should play a key role in providing flexible anti-tank damage for a steep investment (340MP/120M). Instead, the entire squad immediately gets one-shotted and you find yourself paying for a new monitor. The panzerschrek upgrade severely undermines their anti-infantry capabilities, so there's no reason they should be so vulnerable to standard tanks. Vote here Flame Half-track The half-track is currently pretty indispensable as grenadier blobs are the only effective tactic to survive currently. The half-track reinforce ability keeps them on the field, despite their low entity count. Apparently due to devastating rushes, the flame upgrade was pushed to tier 3. Unfortunately this is the same tier as medium armour which is not only better at handling infantry, but also makes 120 ammo on such a light vehicle a very risky and hard decision to justify, especially as such a munitions intensive faction. Tier 2 is when it is needed and justifiable. If rushing is still likely to be an issue, then the effectiveness of the flames should be reduced, or the vehicle made a bit slower. Neither USF nor Soviets lack numerous counters at this level though. Vote here Ostwind This is a tricky one. It's not that it's ineffective, but 100 fuel is steep investment which means you can't build a real tank for some time. By comparison, the luchs and t-70 are highly effective for much less fuel. You need to have some decent AT on the field to support it for a while. The real issue is that it's hard to justify building since a panzer IV will do the same job quite effectively for slightly more fuel, and also counter medium armour. Although, in that sense Wehrmacht start to have an advantage in that they don't actually have to make a choice about what to build. One unit does everything. Vote here Stug G This guy should be more common. A cheap tank destroyer? Goodbye meta, hello options! Ostwind might be viable, suddenly. Unfortunately it dies very easily. Given its inherent vulnerability to flanking (an excellent promoter of enjoyable micro), it should probably have improved frontal armour to limit the effectiveness of head-on attacks, and maybe a bit more HP. Making its gun more effective against armour, and weak against infantry would help promote a specific role. Vote here Panther What's a panther? You mean tiger, right? Big cats. Very similar. Understandable to get confused. Ok, this isn't really about the panther (a pretty good tank, actually) so much as it is the call-in meta invalidating t4. Basically, it's pretty rare to build t4 because it's a substantial fuel investment to get panthers, which are only particularly effective against tanks, while many doctrines will allow you to call in the much more versatile tiger at about the same time. Building t4 would just waste fuel that could buy more tigers. Neither the brumbar and panzerwerfer have quite the wow factor to make t4 worthwhile either. Often the only time you'll only see them built is by the more skilled and unconventional streamers The panzerwerfer is currently one of the all-round weaker mobile arty weapons. Brumbar got some love with the removal of shot blockers, but probably needs to be *the* go-to weapon for dealing with late-game vetted infantry blobs. Something that inspires fear in a similar manner to the sturmtiger. It may actually already do this, but it's hard to tell when no one ever goes t4 The obvious solution, in my humble opinion, is to make heavier tanks cost a few extra CP. This way players are forced/allowed to spend more time getting a return on investment for medium tanks, much like when the infantry early-game was extended, encouraging more interesting and tactical infantry play rather than a rush to vehicles. Vote here for call-in meta overhaul Vote here to improve the panzerwerfer 105mm Howitzer No one builds this thing because despite costing the same as the Soviet equivalent, it is significantly inferior in apparently every way. A bargain at twice the price! I recall it being a pretty awesome area denial tool in the early days when its barrage would go for so long that it was ready to fire again immediately afterwards. I can imagine there were probably good reasons that got changed, but still, buff time! Vote here Tiger Ace One of the few OP weapons in the Wehrmacht arsenal. Mines are your best bet in stopping these guys in their tracks, FYI, but people still frequently get caught out by it. This is probably because it costs no fuel. Sure, the resource slowdown limits the support available to it, but opposing players should really be able to delay its arrival by controlling the fuel. It's hard enough just preventing a normal tiger from hitting the field. Increased CPs for heavy tanks once again would also play a significant role here. It would be nice if getting a Tiger Ace out was an achievement in a game, not a guarantee. Vote here Got some suggestions? Feel free to leave them below, or on the issue tracker. I'll be sure to incorporate them if I agree. Edit: I've created a card that groups these issues under Broad Design Issues as a means of highlighting that they are not necessarily separate. You can vote for it here. If you agree with the overall sentiments described here, you may wish to check that one out. It links to the individual components to show how it's all connected. In: COH2 Balance |
Thread: life threatening sound bug8 Jan 2015, 11:27 AM
Yeah, this is an issue that has plagued me as long as I can remember. I'm genuinely worried about the affect it might be having on my hearing. Feel free to give it a vote in the 'new and improved' bug tracker! It's currently sitting at the top of the Cosmetic Issues column. https://trello.com/b/n9Gdhc9f/coh2-issue-tracker In: COH2 Bugs |
Thread: Hogtied by lack of memory?6 Jan 2015, 10:45 AM
All settings on minimum except resolution and graphics quality (66%. It's unplayable at 50%). I really have to back up Mirage here. 2GB RAM is nothing even for an office computer these days. For a gaming computer, you're absolutely crippling yourself. Paging your hard drive is always an awful experience and I can 100% guarantee it's happening here. RAM really is dirt cheap, and easy to install. In fact, you'd probably want to outright replace your existing sticks with newer ones in order to avoid potential incompatibilities. You'd need to determine whether your system takes DDR3 or the older (and more expensive) DDR2 though, given how old your computer sounds. And if you're running 32-bit Vista, your computer will only see less than 4GB of RAM anyway. FYI, the game's system requirements did go up with the release of WFA. The new units have higher textures and polygon counts. In addition to system RAM, the game is also quite demanding on video RAM (the RAM on your videocard, which can't be changed). Your video card would almost certainly have only 1GB or less. I'd recommend 2GB minimum to run this game on lowest settings. This means your video card is paging to your already overfilled (and much slower) system RAM. You can find out more about video RAM in my post here. |
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