WC-51 changes? Like what? Haven't seen that jeep mentioned on the forums in a long time.
in the early days of the last patch they had changes planned for the wc-51 that would reduce its fuel price to (if I remember right) 10-15. It was later placed out of "scope" =( |
I would definitely like to see more or new maps for the 4v4 pool, its been the same for so long I forget what its like to be able to play on new maps.
At the same time if we do increase the pool don't forget the need for more vetoes.
I rly like all of these changes especially the ones for the super heavy TDs, this has been a long term issue of mine where the jagdtiger simply would require you to throw everything at it. I also like the idea of a change to the dive bomb (god playing this game depth would suck) or reduce its reliability vs static arty.
On a completely different side note, where did my WC-51 changes go and can we get a 1 cp reduction on kv-2? |
Its ROF is good, can get a good squad wipe once a game, does decent damage, and has a solid medium range.
The MP price is fair in comparison to the Pakhowi also its popcap is lower so its not as expensive long term.
TLDR: ISG just needs a smoke round. |
ISU needs moar Pen on main gun, wider gun fire arc, also the round collides with ground in front of it quite often. Round time takes forever, long range of Jagtiger makes the unit worthless. Low AP means Ele hard counter isu as well. Price is also puts it as a luxury unit as its not cost effective vs the other units you could simply buy instead. In all seriousness you would be more effective with 3 t34.
KV2 - CP needs to be reduced by 1, slight adjustment to setup and teardown of its arty ability is already good and its range is good. Just rly hard use its real ability b/c of the tear down time. The damage on the gun is good, and its reload rate feels fair. I think its auto attack scatter is rly lame and is better if you micro attack ground but really my only gripes are its pricing (MP, CP) and would like to see it more utilized.
KV1- Needs to be standardized with t-34 stats (hull mgs), maybe a MP cost reduction?
It's in a weird spot and I feel like giving it moar health would be silly but giving it moar armor might make it hard to counter if it comes out to early. Adjusting its heavy armor (while historically inaccurate) could be another option and might help the unit fill the role of Soviets lacking heavy armor and would give a good sponge for su-85. |
cps are not a factor in late game.
That comment makes no sense. You have to get to "late game" at some point. Whats a is2, tiger, jt, pershing?
The KV2 should be standardized with its cp requirement relative to other vehicles of its class.
Its such a simple argument yet you cant just agree lol. |
I'd like to suggest that we either increase the suppression slightly or simply bring the cost down by 10 to 250. I think the changes to its damage and fire arc make it perform more like a standard MG but it feels so weak in comparison to other options opposing factions have as well as their potency.
TLDR: Maxim is good at nothing outside of a 'slightly' faster set up time but its trade offs make it not worth it in larger game formats (2v2-4v4) |
I would think just a simple pop cap and allow it to shoot at targets closer to it. The fact that it can only use "40%" of its actual fire arc makes the unit frustrating and often times won't allow for use of a directed "right click" attack. As such the unit is limited to its barrage ability for the most of its dmg.
TLDR: Sure its got good damage vs buildings and it HE rounds are dope
Trade offs make the unit hard to use as well as to expensive to be viable |
Hi friends, CoH 2 Ded game and all but I would like to suggest a quick change on something thats been bugging me for awhile. Its the dang KV2!
Now we all know the kv2 is a Meme and is hardly ever played in 1v1s outside of a barton match but that got me thinking as to why?
The CP count as it stands is probably the highest heavy armor tank of its class, getting to the 14 CP takes ages and often times wont happen until you are either off the map or the game is simply over.
As such we should let this unit come into the fray a little earlier, a 13 CP count KV2 would do wonders.
The KV-2 as its stands already has a lot of drawbacks and would only open up the window for this unit be played or utilized.
TLDR: Bring KV-2 CP count to 13 (similar to is-2, tiger) |
They are better in almost every way from vet to cost. As such they deserve a more clearly defined role or a reduction in utility.
Maybe swap bundle made to a normal nade similar to performance of RGO nade.
Adjust vet if need be relative to cost. |
I wouldn't say that damage is okay for the ele but the other stats are fair and allow for counter play.
I would say jagtigers issue is its range.
Getting back on topic, the Brummbar is a multi role vehicle in its current stats. It has high front armor, high deflection damage, meaning you can push medium armor.
2v2's - 4v4's the brummbar is over performing in its ability to wipe squads in one shot. A more fair option would be to normalize its damage to reduce the chance of its 1 firing squads. Trading of either armor or deflection damage would give it less utility but would keep it from preforming a role it isn't really designed to fill.
TLDR: The Brummbar can fill the role of a P4 (due to good AI, and high deflection damage vs armor) and as such might need tweaking |