Can we please concentrate on how sections feel, and not whatever all this nonsense about tank tech rush costs are?
To the point, I feel the nerfs have really gimped non assault infantry sections in the early game, to the point where I feel grenades have become almost a requirement to make any offensive actions in the early game. I think the assault sections are over-performing a little bit, but something needs to be done to make the regular sections a bit more appealing. I also feel at least part of the problem is the vickers just feeling lackluster compared to the mg of the other defensive combined arms faction, Ostheer.
If we want to keep sections as a defensive cover focused unit, maybe increasing the build speed of Tommies might be a good way to reinforce that role for their high price. It could even be part of a T0 hammer/ anvil tech path, where anvil increases Tommy build speed and hammer increases out of cover performance, or even unlocks an M3 halftrack to emphasize movement tactics? Just spit balling, but I would like to see more hammer/ anvil style decisions in the UKF tree.
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Thread: How are Infantrysections since patch?7 Oct 2019, 21:03 PM
In: COH2 Balance |
Thread: Regarding First Strike Bonuses7 Oct 2019, 15:14 PM
First strike bonuses have recently come into the spotlight due to the Fallschirmjaeger buffs. Several units have them, including JLI, commandos, and Ostheer units with the ambush camouflage upgrade. The bonus typically incorporates an accuracy buff when a unit fires out of camo. However, due to the way the camouflage works on units like falls, JLI and commandos, it does not only apply when units are actually waiting in ambush and ambushing enemy squads. Rather, the access to advanced movement camouflage coupled with large amounts of yellow cover in the lategame allows "ambush" squads to retain their bonuses when attack moving or just moving around the battlefield, as they are perpetually in camouflage. In effect, this makes units with access to these abilities 25-50% better than similarly priced units for no negligible increase in player skill. This is especially problematic with units like bren commandos and Fallschrimjaeger, due to their high DPS at longer ranges regardless of first strike buffs. I would like to see the ambush camouflage for units like this require units to actually be waiting in a position for a few moments before the ambush bonus can be applied. The time can be anywhere from 2-5 seconds. This will make ambush units feel more like they are ambushing, and less gimmicky. It will also add an additional level of skill to get the most out of these units. What are everyone's thoughts on a change like this? In: COH2 Balance |
Thread: Fallschirmjäger is very OP!4 Oct 2019, 21:06 PM
I've never been a fan of falls as a 4 man elite unit in game. Feel too similar too obers. Especially with faust, they just end up being a badly designed unit with no flaws to allow them to be countered like other elite infantry, or a weak unit that isn't allowed to be strong because of its all around capability. I would rather see falls reworked to something more like guards or paratroopers. Make them a 5-6 man squad with rifles after the paradrop, with an upgrade to either G43s or 2 FG42s that act more like lmgs. This way, they can be an elite mainline infantry replacer like guards and paras are, instead of a weird unit that tries to do both the job of obers and that of volks. This would also make them easier to balance since they won't have to be worried about being wiped all the time. In: COH2 Balance |
Thread: T34/85 or KV1 in Soviet Industry Commander? 4 Oct 2019, 20:51 PM
No one said they had to be the same implementation as the beta though. Red banners for example would definitely need TA treatment, where they still need to vet up but have unique abilities. Green T34s could theoretically work as cheaper T34s with worse stats on accuracy and aiming and worse veterancy, but still have full armor and damage. When vetted, they could basically be normal T34s. They would basically be a very cheap medium tank that costs more fuel than manpower ratio wise to buy compared to other tanks. I don't really care either way how they get implemented, its just a unit concept that I feel could fit well with this commander, especially since if I remember right they had unique voice-lines. In: COH2 Balance |
Thread: UKF infiltration commandos4 Oct 2019, 16:59 PM
Infiltration commandos are far too similar to regular commandos IMO. They just aren't interesting enough for a commander slot. To make them a bit more different, does anyone know if they can be equipped with m1 garands when they pop out of the building? If so, it could be interesting to make them a perma 4 man squad, which specializes in longer range combat and recon. Perhaps give them an upgrade with 1x scoped enfield with a marksman ability/ crit and/or the ability to call artillery and have better sight range? They'd probably need the weapon slot restricted to 1 if this happened, at least with the enfield upgrade. In: COH2 Balance |
Thread: T34/85 or KV1 in Soviet Industry Commander? 4 Oct 2019, 16:34 PM
Maybe its time to bring back the red banner T34/85s or the Green T34/76 reserves from the cancelled commander? I could definitely see industry being the commander of choice for a revamp. In: COH2 Balance |
Thread: British rework?30 Sep 2019, 20:14 PM
I always thought UKF should have been like this from the start. Instead of choosing hammer or anvil at the end, you make the selection at every tier, with the same kinds of bonuses you get in the T3 upgrade. IE., not just new units, but changes to stock units. Your ideas look great, hopefully the balance team get the chance to look at these and implement some changes, as UKF is really hurt by the overall faction design. In: COH2 Gameplay |
Thread: Rifles overperforming?27 Sep 2019, 19:13 PM
When talking about officers, it is really only the LT and the CPT that are problematic. Relic doesn't want officers removed or made optional, so it becomes a little harder to work with. People have already touched upon it, but one of the big issues of USF is that at T0, there is nothing to build but RE and riflemen, leading to people wanting to build riflemen. However, at their price and performance, 2 riflemen + officer is too little, and 3 riflemen + officer is too much in many cases. I would recommend: 1) Keep the LT the same (basically a rifle-squad with smoke and an smg), but decrease his build time so he comes out and can take the place of the 3rd riflemen squad. I would also see the M20 and Stuart moved from being in the same tier, maybe by swapping stuart and pak howie. 2) Make the Captain part of a 4 man team that works like a frontline officer from the other factions. Remove access to the supervise production ability, replace with an ability that either makes riflemen harder to hit, or maybe affects vehicles in some way. 3) Major can stay the same, give him supervise production to reinforce that he is more of a backline officer. It will be hard to fix USF, but I think this should get it close. I would also like to see a non popcap medic option, maybe allow players to buy base medics like SOV. In: COH2 Balance |
Thread: allow 7 man Conscripts PPSH41 or PTRS24 Sep 2019, 16:04 PM
Cons are in a pretty good place right now. To be honest, the only thing I would like to see changed is a swap of hit the dirt for something else. That ability never really made sense to me for a CQC assault upgrade for conscripts. I would move HTD to the conscript PTRS squads, and replace with something that makes more sense on the PPSH cons. Maybe a suppression fire ability a la cavalry riflemen. In: COH2 Balance |
Thread: Soviet General Faction Changes - New cmdr mod 5.026 Apr 2019, 22:38 PM
Cover bonus is too high IMO, but other than that the conscript buff is balanced. It makes more sense in the context of the unit to increase the squad size than to give them an upgrade, and it also synergizes with their abilities. Part of the discussion needs to be on what the upgrade is worth/ should provide. Should the upgrade only make cons a better chump unit for capping and recrewing weapons? Then they should probably reinforce faster but not have such a cover bonus. Should they become a very effective squad in green cover but remain shit outside? Then they should retain the cover bonus and beat other baseline squads in cost effectiveness when in cover. In: COH2 Balance |
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