You can get your bug fixed after the Jackson gets nerfed a bit. Or else no deal.
The Jackson already got a pretty heavy handed nerf including a price increase.... |
5Th man USF rifle needs a buff to not die within the first 3 seconds of combat and reduce the overall dps .
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Why do people on .org sit here and debate how to go about balance according to other games rather than the issue of balance of 2v2s?
can we stay on topic? |
IMO its the effectiveness of OKW's early unit composition. Sturmpios close range/volks long vs Cons shortrange/Rifles medium range.
Its hard to trade effectively due to the damage output of OKW's infantry early game but units in USF can scale better due to the bars.
IMO: This might be a starting resource issue or even a starting unit issue seeing as how combat engineers are worthless until clowncar/flamethrower, and RE's simply have to high of a recived accuracy. |
The early field pressure of double OKW is simply astounding in 2v2 and can almost lock allies out of the game if played right.
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I hope the CoH2 community can let this issue calm down for a hot second as both sides seem heated on the issue. Hope A_E and Hanz can work things out.
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Okay so the other thread was an April fools thread so I'll make a legit one now that the day has passed and I'd like a serious discussion.
So hypothetically, coh3 is still super far away from my understanding *cough 2020* so we need to live with coh2 for a bit longer. That said its important that we keep plugging away at the meta as it always changes as we are a living multiplayer game and as such should keep deploying community patches.
Ofc this is all up to Relic if a patch is needed but what would you guys like to see? |
If the question is directed to me, I did not mention commanders that are OP or UP but commander abilities that should be brought in line.
That does not mean that they should become the same since faction design is part of the power of commander abilities. Commander abilities should balanced keeping in mind the faction design, if faction X is designed to have powerful infantry the call in infantry should reflect that.
(usually OP and UP commanders can be identified by the meta although some time people stick to the meta so much so that they fail to discover new things that are OP. For instance DshK was broken for a very long time before it become meta)
its not directed at anyone nor am I attacking anyone, just asking |
What commanders do you think are under or over preforming just out of curiosity? |
A SU76 should be able to damage an Elefant yes, as much as a Puma, a stug or a jpz4 should be able to damage Allied late game tanks. And wonderfully they all do.
Now maybe the SU76 vet too fast, maybe it can be twicked but nerfing it to the way it becomes useless after a certain point of the game is going against design where we want all units to be relevant all the game long. You build your SU76/PUMA/Jpz4/STUG, you fight with it, you keep it alive, you vet it, your reward is to be able to use it vs bigger cats.
The problem you are exposing is clearly that it can be spammed. It is far easier to spam and vet three SU76 than one alone and since on teamgame, the number of potential targets is higher, they vet way faster than usual. Does it means that it is the case on 1vs1, definitively not so you can't simply nerf its stat and vet.
How to make sure the unit stay relevant on 1vs1 and cannot be spammed on teamgame, they are probably different options, the one I propose is simple: increase its popcap, it doesn't affect much the player on 1vs1 and it reduce SOV players army size and reinforcement power if he decides to spam them on teamgame.
^ I've never agreed more. Well said |