I understand you frustration with lack of "easy" (if you forgive me for using that word) counter for sniper, but if your opponent invests in T1 and 360 MP unit you have to beat him with superior map control and as a result - faster teching.
I know, there are maps that are extremely good for sniper, but general idea is what I've described above.
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Post History of ElSlayer
Thread: Give US Snipers!17 May 2016, 01:33 AM
In: COH2 Balance |
Thread: (may preview post first update) okw early game16 May 2016, 00:15 AM
Even an M3 wrecks /fixed4u On topic: We all remember old good times (right after Soviet tech overhaul) when Soviet M5/M17 shred both infantry and light vehicles like 222. OP basically wants an anti-everything unit which is obviously bad design. In: COH2 Balance |
Thread: Why Ostheer is currently not much fun in my opinion16 May 2016, 00:10 AM
Hey if teller mines actually reliably exploded and hurt vehicles, that'd be nice. It usually happens when you place tellers on sloping surface. As a workaround I would suggest to pay attention to ground eleveation and place them of clearly flat ground In: COH2 Gameplay |
Thread: Partysons interfering with the design and pacing of the game15 May 2016, 21:51 PM
It looks like someone's KT have just got rekt... In: Lobby |
Thread: Molotovs suck12 May 2016, 13:35 PM
What do molotovs cost to get? like 120 Mp and 15 fuel? What does one of the soviet tech structures cost? 100 and some fuel? OKW needs to tech to get the flame grenade and the teching costs 300 manpower (truck + set up) and at least 45 fuel (truck + set up). Wehrmacht needs to tech to get the rifle grenade. And also they don't use molotov. In: COH2 Balance |
Thread: Luchs vs T70 vs 22212 May 2016, 12:57 PM
By the way, does anybody knows if T-70 still doesn't remove criticals with self-repair? In: COH2 Balance |
Thread: Luchs vs T70 vs 22212 May 2016, 12:53 PM
Luchs was given 400HP before removal of OKW fuel penalty. They had fast teching and could get out their first vehicle quite fast, but after that they couldn't get other vehicles anytime soon. Whole faction design was promoting unit preservation - low income, high cost, 5 levels of vet. Quality over quantity. So, I think that balance team decided that their vehicles (including Luchs) should have higher durability. After introducing WFA and then rebalancing teching (one of the goals was increasing length of time window, when light vehicles are viable) Wehrmacht needed something better than armored car before they can roll out their first medium tank. So they decided to "upgrade" 222 to some sort of light tank. I think that most players have already came to conclusion that 222 is too cost effective. I should point out that T70 defeats both Luchs and 222 on 1v1 basis, while being excelent against infantry and in scouting (vet2 + recon mode). So it is not that bad. In: COH2 Balance |
Thread: All AT guns need obtain cloak in cover12 May 2016, 10:26 AM
No thanks. Scouting with recon planes or other means before you launch your armored assault should be rewarded. Actually, recon planes reveal cloaked units, so I don't see how it contradicts the idea. Disagree with idea, though. IMO would be too OP with lots of headache. In: COH2 Balance |
Thread: Balance Mod: Trying to kill a fly with sledgehammer.12 May 2016, 10:15 AM
I understand what you mean, but in my opinion you're making a mistake right in the basis of your claims - you're assuming that INITIAL faction design is GOOD. So that means that ANY meaningful changes to it are BAD. I disagree with that. I don't like to be forced to play 3 rifleman into officer as USF (with extremely rare exceptions - for example, if I pick WC-51 commander). I don't like to be forced into doctrines that have call-in infantry and armor as Soviets. What if we assume that there is more space to improve factions design? Don't get me wrong, I'm totally opposed to mirroring factions, but I think that all factions should be able to solve SAME problems but through DIFFERENT means. This is a point on which we can argue: whether changes in upcoming patch are make factions too similar or not.
Indeed there is a good portion of "lazy" design in veterancy abilities. Changing that would definitely bring joy for many players, but I don't think that these changes are enough make meta shifts. About other things, well... Power creep is just another way to sell new stuff. We can ask Relic to bring old thing in line with new ones or vice versa, but I wouldn't be so positive in expectations. Bugs are bugs. While some of them are definitely affecting balance (some players decide not to double equip Infantry Section because they will drop their weapons) and again I don't feel that fixing most of them will change meta in a meaningful way. In: Lobby |
Thread: Balance Mod: Trying to kill a fly with sledgehammer.12 May 2016, 08:20 AM
While I agree on OKW, I don't see how changes to SU or USF are "drastic". I think you're overreacting about these. I don't like some of changes (vision range buff for Jackson for example) but generally most of them are directed to bring up some underused units (penals, M8A1, T-34) and reduce "nobrainer" effect for overused units and strategies around them (maxim spam, rifle spam in early game). After all, the Game gets stale after metasettles down. So if we, for a moment, move away from idea that achieving IDEAL BALANCE is some sort of main goal, I think it would be correct to say that any shakes to meta (in a reasonable way) are good because it increases our interest to Game. You basically get new factions inside old ones. For example, playing Soviets through Tier 1 is VERY different, than T2. Isn't it GREAT to finally end with Maxim spam or "call-ins or GTFO"? In: Lobby |
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