I like the symmetrical maps best because they feel the most balanced. Road to Arnheim is probably the best map. Middle has a wide flank area, symmetrical buildings on both sides and symmetrical green cover (to an extent). One thing I would change is map the map left to right like Nordwind so camera angles are even, instead of one team starting with enemy up, team down and other team is team up and enemy down (requiring changing of camera angle). Thats just me nitpicking though. Road to Arnheim is seriously the best map.
For all the flak that Whiteball and Redball get (some people say Axis favoured). I still like them as Allies because of the semi-symmetrical design. the resource nodes are centered around the middle and the middle is the hardest part to control which makes it feel very fair. Its definitely different from say Lienne or that one snow map where fuel is guaranteed. Guaranteed fuel seems to favour Axis a lot more than Allies.
Port of Hamburg needs to be removed from team games. Its just an awful map in general. Too crowded and too many blocked paths. It should have been removed along with Ettelbruck whenever Ettelbruck was removed from 4s.
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Thread: 3v3 Maps13 May 2021, 06:50 AM
In: COH2 Gameplay |
Thread: Commander Update Beta 2021 - USF Feedback5 May 2021, 05:43 AM
Right so does it break the game if I, as a USF player, give my fellow UKF player with a churchill or Comet my Jackson? Alternately, what if I give my fellow Soviet player my Jackson while his IS2 tanks the frontline. Is that going to break the game in any meaningful way? Barring the fact that I just gave a resource bonus to my team mate, I don't think so. The combination of damage soak and a TD is nothing new despite all the pros and cons of each pairing that you've mentioned. Each have their strengths and weaknesses. Jackson and E8 as Panther-lite will have their own strengths and weaknesses. Also Jackson has good RoF on paper but it also has a little bit of wind-up time which puts it on par with SU-85. Definitely not as fast as a Jagdpanzer/Stug but not as slow as Firefly. Another disadvantage of the Jackson is its not as responsive as other TDs having a very slow turn and acceleration. You mention that Jagdpanzer and Stug are not heavy counters and I'd argue that their fast fire rate makes up for the (lower) pen. Along with the fact that most tanks Axis will face will be mediums barring the occasional doctrinal heavy makes Stug and Jagdpanzer capable of being high performing units as with all Axis units. I see the matchup of Jagdpanzer/Stug vs heavy the same as SU-85 vs King Tiger or Panther. You're going to bounce a lot of shots unless the TD is vetted. In: COH2 Balance |
Thread: Commander Update Beta 2021 - USF Feedback5 May 2021, 00:42 AM
Technically Comet, Churchill and KV series are not true heavies because you can field more than 1. Cost is not in the 200+ fuel range either. Add ISU-152 as a true heavy. Pershing is a fake heavy because it has the same stats as Panther but with the gun of a Tiger but its very mobile for a 'heavy' so theres that. I think Panther-lite could technically be considered E8s role right now but its too lite especially with the tanks it must face. Its Panther-super-lite and it doesn't really cut it. Some people complain that having a beefy tank like the Panther and then a Jackson behind would be OP but they forget that its already a thing. Brits can field churchill/comet and firefly, Soviets can field a KV1 and SU-85, OKW have Jagdpanzer and Panther and finally Ost has Stug/Panther combo. Technically USF can have Pershing (which has the same defensive stats as a Panther) and a Jackson although its cost would the highest out of all combos. Now the question of does Pershing and Jackson completely break the game for its cost? It does not. You can still outrange the Jackson and do damage to the tank vehicle with a Panther or AT gun. Retreat is always an option if you've taken too much damage. E8 with Panther like stats and cost probably won't break the game. It'll make Rifle Commander a lot more fun in the late-game too especially in team games. I've said it before but I really like the current change to the E8 thats given it a better fighting chance against heavies but I'm afraid this ability is going to be an ability thats always active except for rare occasions. I think a flat stat increase along with speed decrease and then an addition of the "Flanking Speed" ability with munition cost would be better suited for the E8. It makes sense to be slower with heavier armour. Now with Panther like stats and cost, flanking speed can be moved to vet 1 similar to Blitz on Panther. With every change I feel like we are moving closer and closer to making the E8 an American Panther. I don't hate it but I welcome bringing back the E8 into the current meta. In: COH2 Balance |
Thread: CoH2 statistics of top200 ONLY.3 May 2021, 20:24 PM
Hot thought here: What if OKW just needs late game toned down while early game needs a buff? Team games are focused on late game anyway. Kinda sucks that OKW has a on late-game focused design which just makes them great for team games which tend to last a lot longer. In: COH2 Balance |
Thread: Commander Update Beta 2021 - USF Feedback3 May 2021, 20:05 PM
At that point, why not just make it a base stat sort of thing and just add a flanking speed ability for when you need to dive. Although I don't recommend diving with the E8 just because it costs too much to be used in a dive. In: COH2 Balance |
Thread: Commander Update Beta 2021 - USF Feedback3 May 2021, 09:49 AM
Welp you guys did it. I think the ez8 is actually really good now. Oh no :/ Thats kind of what I feared the most. It doesn't really make sense to turn it off. In: COH2 Balance |
Thread: 4v4 balance improvement3 May 2021, 08:40 AM
I think the main issue with 4v4 right now is how easy it is to get value with Panthers. Other than that, my suggestion to anyone who wants to win more as Allies is to pick an arty counter if there is no arty counter. Stuff like IL-2 bombing run and ToT (also don't play Brits). Always have someone with arty counter on the team before you pick whatever commander you want to play. Both Axis factions get Panthers and they can easily trade and win fights with a Panther because of its high hp and high frontal armour. It leads to a snowball effect late game where Panthers stay alive (keeping value) while removing value from the enemy team. Panther wins most 1v1 as it should for its cost and the range advantage it has over most tanks. Not to mention Blitz at vet 1 and extra survival at vet 2. Now, this last part is just me nitpicking but the Panther's high frontal armour combined with the low pen of Allied tank snares AND combined with the fact that tank snare deflection will not 'kill' a Panther just makes the Panther such a great unit. You don't see faust failing to pen a low hp Allied tank and failing to kill it. Seriously, check out tightropes video on the subject: https://www.youtube.com/watch?v=DMNeWwgvRrI There's really not a way to fix this without nerfing Panthers. I don't think nerfing Panthers is the right solution because Axis depends on the Panther to be competitive. Giving Allies easier access to better armour might be a better start instead of locking it behind a commander pick that is either better armour or arty counter. Doing this however will most likely shake up the balance of the game in 1v1s which the balance team would want to avoid. Not to mention a complete Commander rework for tanks that are added. I definitely think fixing the deflection failing to kill bug should be fixed though as the bug has led to so many Panthers surviving when they should have not survived. The cumulative total is enough to summon a Panther God. Protos is right about the blob part too. Axis get 2 stock blob hard counters, Stuka and Werfer while only Soviets have the only stock blob hard counter, Katy. Blobs are tough to counter without knowing the right tools and having the right tools available. Also I think, if there is ever a coh3, it would do well with a separate balance for team games and 1v1. You can find my coh3 wishlist here: https://www.coh2.org/topic/107980/my-coh3-dow4-wishlist/page/1#post_id857982 Feel free to add to it! In: COH2 Balance |
Thread: Commander Update Beta 2021 - USF Feedback2 May 2021, 01:53 AM
I really like the latest update for the E8. I think its a step in the right direction. It gives the E8 a much better fighting chance against heavy armour. I'm hoping this isn't a mode that will be be required to be on 24/7. In: COH2 Balance |
Thread: The game slowly moves away from an historical WW2 game27 Apr 2021, 00:34 AM
Once WFA was released OKW had a tactical nuke which was both awesome and frustrating to play against. In: COH2 Gameplay |
Thread: Commander Update Beta 2021 - USF Feedback27 Apr 2021, 00:12 AM
I've read your other posts in this thread on the subject and I think I understand the recent addition for the commander but I don't think the extra range is going to save this tank. In the same way that a light tank rush is great vs infantry but becomes a brick vs mediums, the E8 is great against mediums but becomes a brick against heavies. Upgraded sight or an extra shot isn't going to make it better against heavies. Especially not for its cost. Increased cost means it comes out later so it can't be rushed and becomes a bigger brick later. My main complaint with the E8 is it sucks to use and the short window of E8 supremacy doesn't exist in team games which makes this change pretty bad for team games. At least lights are still good as scout vehicles and against infantry after their time window of supremacy is over. The E8 doesn't have a role going for it. The E8 is mediocre against infantry and its a big investment that isn't worth the value except to lock your opponent out of meds and forced to save for heavies to break through. The Jackson does a good job with dealing with meds and while not locking meds out, it will do good against heavies too. There's better value choosing a Jackson than with an E8. For a doctrinal slot, the E8 is still a wasted slot. Ideally any fix to the E8 gives it a defined role or gives it a niche so that it remains useful outside of fighting tanks or infantry. I like the hp upgrade idea. Here's a wild thought though: What if E8 had 'improved smoke grenade launchers'. Extra +10 range on the smoke grenade launcher and it costs 0 muni to use in exchange for +15s cooldown. That way, the E8 becomes solidified as a infantry support tank, high cost in exchange for saving munis, it will still struggle against heavies but at least it can drop smoke on a dime (and saving you a dime). Rifleman squads should have increased infantry power by being able to pick up more BARs and having easy access to smoke. This somewhat makes the E8 take over the role of the Scott because of the free smoke but I think it is a good change. Now the E8 becomes a chimera of the sherman, jackson and scott combined. In: COH2 Balance |
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