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Thread: Mark Target13 Nov 2014, 23:42 PM
Mark target definitely needs to be countered by the plane being shot down, and the OKW cmd panther version needs a similar trade-off. Abilities that allow extra damage fucks with the game IMHO, this is why the ISU/ JT/ ELE are so annoying. Mark target should either last only for 15-30 seconds, or should adjust penetration modifiers. This will also fix the "oneshotting" problem with B4s. In: COH2 Balance |
Thread: OKW Reinforced Steel Barricade11 Nov 2014, 14:52 PM
A new OKW strategy I have been facing is Sturms building the damn Reinforced Steel Barricade (OKW barbed wire) around VPs and fuel points or across narrow access points. The dumb thing about this wire is that the Engineer wire cutters can't cut it... I think a good change may be allowing it to be cut by wire cutters, but IMHO, I find it to be ok the way it is right now. Sov can use satchel if t1 or mortar/zis if t2. USF has a harder time, but can counter by attacking the sturms when they are laying the wire. I think that the best way to counter this kind of wire spam is to keep your units on the prowl. catching a sturm squad setting up wire is a guaranteed 1-2 model kill, and that early in the game a retreated sturm squad can net you the whole map. In: COH2 Gameplay |
Thread: Shreks need long range accuracy nerf11 Nov 2014, 06:47 AM
I like the idea of bazookas and panzershrecks being meh at long range, this would definitely make them weapons used to support AT guns, not replace them. I also think it may be worth it to increase the range of PTRS rifles as well so that they have a different role. The PTRS should be used to hardcounter light vehicles, while it keeps it terrible penetration to give the other two AT weapons a fair tradeoff. In: COH2 Balance |
Thread: Obersoldaten and stuff9 Nov 2014, 23:23 PM
On account of the whole OKW units need to be superior because they have ammo and fuel penalties, I can tell you right now that this is balanced by the fact that all OKW units can get vet 5. The idea of the fuel income reduction is to force players to be conservative with their units. On top of this, there is no such whing as an OKW manpower income penalty. This means that OKW will always have the same base manpower income as other forces. OKW also has the most efficient tech tree of all the factions. You start with enough fuel to build either a repair depot or a healing/ forward retreat point. After this, you need to merely save up 80 fuel if you want to fast tech to move up to T4, where you can buy obers. On top of the obviously superior OKW tech buildings, you also get access to 1 Anti-Vehicle vehicle, one anti-infantry unit, and one extra unit in each building. THis allows you to not be punished for your tech choice as easily, due to your always-present access to counters to an enemy push. This is in stark contrast to the soviets, for example, who will be utterly screwed without guards if they go T1 vs. a vehicle rush or T3 without AT vs. Tigers. Taking these facts into account, I cannot see why you would expect OKW infantry to be better that other factions' infantry at vet 0. All infantry should be balanced in different ways, there should be no unit that is exceedingly more efficient than another unit. Expecting obers to be the best infantry in the game at vet 4 is fair. I agree with that, but there should be some reward for making sure the OKW player cannot vet up his infantry properly. As it stands, using a vet0 ober squad, you can counter any other infantry unit in the game next to shocks (which are beat with micro) and upgraded paras (which are beat with the vet 1 grenade if vs. thompsons or with cover if vs. lmgs). OKW has plenty of bonuses to cover for the reduced income, you should never have a faction that gets OP units because of ome other gimmick that only effects vehicles. In: COH2 Balance |
Thread: Thompson Paras sniping mid range2 Nov 2014, 04:24 AM
Is this an intended thing with the thompsons? I thought they were supposed to be close range weapons not medium range. I had a vet 5 volk get sniped on retreat by vet 3 para thompson. I also had an mg try to take on the paratroopers with volk support and he just shredded them from medium range. The phenomena you described may have been due to the paras activating their steady aim ability. It allows them to get 25% increased accuracy I believe, which would greatly increase their mid range firepower. This is even worse with stg up-gunned storms. Anyways, further information from cruzz will be required. :} In: COH2 Balance |
Thread: tiger aces1 Nov 2014, 17:47 PM
After all that bullshit, Wow, you just suggested 6 DOCTRINAL counters to this unit. Any unit in the game should be counterable with nondoctrinal units, because otherwise you are just feeding the call-in meta problem. In terms of bleeding manpower, good luck attacking infantry with anything that won't be countered by the tiger ace. Hell, any non-doctrinal AT counter gets absolutely murdered by the Tiger Ace. SU-85s and jackson can get hit by target weak point, and then they are dead. AT guns will get sniped quite handily, especially since the zis only has about a 60% chance to penetrate the thing. I would be fine with the tiger ace if it actually required a fuel investment. It does not. Do not point out the reduced income after it is called in. The reduced income is balanced out by the fact that you can still purchase other armor before the tiger ace, and that you will be destroying your opponents army and manpower income with the ace. At the very least, I feel that the tiger ace income reduction should also last for 5 minutes after the tank dies. In: COH2 Balance |
Thread: ISU-152 Overnerfed27 Oct 2014, 17:41 PM
as it is in beta it is usless. the best unit of soviet army is gone forever I beg to differ, it's not useless at all. True, getting more than one is kind of useless due to the required micro to use the unit, but 1 ISU is still a very good unit. You just need to be able to micro it. In: COH2 Balance |
Thread: Change KT with Panzer 4 battle group27 Oct 2014, 07:21 AM
Meh. The OKW PIV is useless, and this is not gonna change. I havent build one or faced one in a competitive game since ages. Interestingly enough, I have started experimenting with an OKW t1->t2-> p4s build, and it is actually interesting. The P4s require about 140 munitions to become effective, but once they do, they really start to shine. If you come up against enemy armor, just switch to HEAT rounds and you can pen just about any allied armor short of an IS2 100% of the time. against infantry, the P4s just rape, and they gain vet exceedingly fast, making them even better. Finally, the signal intercept ability allows the P4s to keep an Eye on enemy armor across the map, allowing for fast hit-and-run attacks. It is a very munitions heavy strategy, but with munitions conversion, you should be fine. It is also very micro intensive, but other than that I prefer the p4s to a panther. I even sometimes go for panther + panzer commander to support my p4s. In: COH2 Gameplay |
Thread: Obersoldaten and stuff26 Oct 2014, 15:38 PM
OK, first of all, I don't know why you are getting offended by me explaining resources. I am merely giving a quick explanation of the important aspects of the game so that anyone who jumps into the thread can understand what I am speaking about. Your entire statement about smoke completely overlooks the fact that I explicitly stated, in the section you quoted nonetheless, that the exception to the rules I am explaining is the usage of munitions to change the advantage of a battle one way or another. For example. Shocks always beat volks at close range, EXCEPT if volks use a grenade to wipe several models. Why do I need 2 infantry hardcounters to defeat an infantry squad? It goes completely against game design and the role of an MG, especially the role of the MAXIM which is meant to give large suppression vs. a single unit. 2 maxims needed to counter a single ober unit makes absolutely no sense to me. The statement you made about how paras need a manpower investment to go toe-to-toe with obers contradicts the very statement you are making about obers not needing a muni cost. You state that the muni cost (120 mu) is the "price they pay for the fact that they superior to any axis standard infantry." In which case why can obers get away with a straight manpower cost yet stay superior to any allied standard infantry? This is completely discounting the fact that 1 munition = 1.5 manpower, which would rate paras + lmgs at (336 + 120*1.5 =) 516 manpower vs. obers 400 manpower. Every single manpower investment you mention is FAR above 400 manpower, a "supported" sniper is minimum 240mp + 360mp, which is far above the 400mp required for a single unit of obers, not to mention that obers can still easily beat a single sniper at near max snipe-range with the lmg. The reason I want the obersoldatan changed is because they can directly counter their own counters easily. An MG stands no chance against a squad that does such insanely high single target firepower that they lose the gunner before he has a chance to grab the damn trigger. I am not complaining that they cannot be countered by a "single squad of whatever," I am merely stating that obers can counter their own hardcounter just as hard. Finally, I am sorry that you feel that the forum is full of people who want to nerf everything you standfor to oblivion. It is time to step into the light. You can look at my playercard, I play all the factions, and infact PREFER OKW when I can. Yet for some reason, I want to change obers. Is it too much to ask that I may actually like a balanced game, where I can play all the factions and not feel like I am fighting an uphill battle? Edit: Shit, I forgot to respond to your last point. Obers in fact do enough damage to kill most M3s and WC51s and un-upgraded M20s straight up, so you need either a munitions investment or a hefty fuel investment to counter them. Cheapest vehicle being the M8 greyhound I believe at 40 fu. On side note, if you want shocks to spawn with rifles like they used to and require an upgrade I honestly wouldn't complain. Who doesnt want a soviet squad with cheap (relatively) callin, 1.2 armor, and actual long range damage! In: COH2 Balance |
Thread: Obersoldaten and stuff26 Oct 2014, 14:31 PM
I am not saying anything about manpower to manpower. Certain units HARDCOUNTER certain other types of units. AN MG is meant to counter any other Infantry unit 1v1. An AT gun, is meant to counter any armored unit, head to head. If you expect any resource investment to only be hardcountered by an equal or greater investment, you are stating that you expect a 720mp 210 KT to only be countered by an equal investment. converted, that is something like 1400MP, which is just silly amounts of AT guns for 1 unit. This is simply not true with obersoldatan, if you have 1 MG, it cannot counter a single ober except with green cover vs. no cover. on equal grounds, an ober will beat an mg. EDIT: Another unit that counters its counters is the ISU. This is why it is OP. The new nerf has fixed it pretty well, but the ISU is another example of this phenomenon. In: COH2 Balance |
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