Servers will be down Friday, April 9 at 9am PT for approximately 15 minutes. This should resolve the disconnection issue players have encountered in PVP after our last server maintenance.
Thanks so much for investigating and resolving it so quickly!
Posts: 359
Thread: Connection Issues - Post Server Maintenance9 Apr 2021, 04:55 AM
Servers will be down Friday, April 9 at 9am PT for approximately 15 minutes. This should resolve the disconnection issue players have encountered in PVP after our last server maintenance. Thanks so much for investigating and resolving it so quickly! In: COH2 Bugs |
Thread: USF is confusing8 Apr 2021, 21:22 PM
It might be helpful to note that LT and Captain has a Thompson SMG model so they are slightly better at close range than your standard Rifleman squad. Captain gets a single 60 muni BAR without weapon rack upgrade requirement so usually you can just rush Captain then rush the upgrade for a good early game boost. The only problem is the Captain takes a while to unlock so you're weak until then. When you have grenade unlocked, the Captain can smoke MGs and push them by themselves fairly easily. "On me" is also a very useful ability at vet 1. The combo is you send in another rifleman squad first to take the first MG burst, Captain squad sends out smoke grenade and then uses "On me" on the suppressed Rifleman squad who then goes to throw a grenade into the smoke. Alternately you can use a rifleman squad to scout ahead with the Captain squad behind. If they get suppressed or pin, just use "On me" to pull them back and out of danger. Its very good. LT/Captain tends to fall off near mid game but they are still very powerful support units. LT at vet 3 become a very fast AT squad with 2 zooks. It can zip around the map to give you infantry based AT where its needed especially on a pre-snared tank. Same with vet 3 Captain and Major although I wouldn't put more than 1 weapon on the Major. |
Thread: 4v4 win rates disparity8 Apr 2021, 06:47 AM
I think the point I want to hammer home in this thread is that the balance team is making a lot of changes and shaking up the meta but when they remove something or nerf something, something equivalent should be brought up in power. You have M8 and Pack Howi nerf but what other options are being improved for USF to counter blobbing? These units may be overperforming but what other option does this faction have to fight blobbing if nothing else is being improved. Maybe a buff to Sherman HE in exchange for these nerfs? Indirectly, blobbing is being buffed and blobbing gameplay is boring. Pack Howi is a counter to IG. They counter each other. However a nerf to the pack howi means the IG no longer has a counter. Indirectly it is buffed. Unfortunately increasing the crew size does not help it counter IGs. Similarly removal of IL-2 bombing run from some commanders without re-adding it to others. Indirectly, artillery is being buffed because it has less counters. I know I keep bringing up these couple changes a lot but they are the ones that hurt the most. I'm not a fan of reducing vet pen on all Jackson/SU-85 as it indirectly made Axis heavy armour stronger. Without offering any alternatives like stronger ATG performance (+10% received accuracy and ??), lowering Axis heavy armour, or increasing range or another stat. In: COH2 Balance |
Thread: Commander Update Beta 2021 - OKW Feedback8 Apr 2021, 00:02 AM
Is For the Fatherland going to retain its cost at 50 muni or will it be adjusted? It seems pretty powerful for a 50 muni ability that is going to last 45 seconds. In: COH2 Balance |
Thread: 4v4 win rates disparity7 Apr 2021, 23:23 PM
I do find it odd that people don't veto the laney maps more that clearly favour the HMG 42 and heavy TDs. Playing less games on Red and White Ball or Hamburg (maps where there is 0 room to flank HMGs or TDs) would probably significantly decrease the disparity in win ratios. I actually prefer Redball and White ball because they feel like the more balanced maps with their symmetrical design. Some asymmetrical maps like Lienne Forest and City 17 tend to favour one side over the other. Waaaaay back in the day (2014-2015ish) I made a post here complaining about Ettelbruck station and the imbalances of one side over another and it was changed in the game. In: COH2 Balance |
Thread: 4v4 win rates disparity7 Apr 2021, 21:26 PM
Thanks for the tip, I've always viewed the UC as a slightly better DPS clown car. I'm interested in trying to use it like a clown car to counter MGs. Still, its a risky option and devastating if lost early especially to a faust snare. In: COH2 Balance |
Thread: Commander Update Beta 2021 - USF Feedback7 Apr 2021, 21:20 PM
240mm Barrage I don't understand why you don't make this ability one shot howitzers. The first shot is pin point accurate and should guarantee an artillery piece kill for its cost. All the rounds coming after are a bonus. Usually an additional investment of 60 muni for a recon is needed for this ability as well. If RNG is the bane of the game, why rely on on RNG to kill a howitzer? Howitzer killing abilities are already far and few in between. For 225 muni, you would expect the howitzer to die when you use the ability. Don't give it a chance to survive. Thats lame. Its an awful feeling if you've just spent 60 muni for a recon, 225 for a muni strike on a single artillery piece and then find out later that it didn't die because you were unlucky. Requiring an extra tank shot or extra damage is simply too much investment to counter a single howitzer. = Instead if a howitzer should have a chance to survive a 240mm barrage. Perhaps add an option to fortify the howitzer. For 100MP and 25 fuel, you can fortify it so it may survive. So there is additional investment on both ends. In: COH2 Balance |
Thread: 4v4 win rates disparity7 Apr 2021, 20:36 PM
About why axis have higher win rate in 4vs4! : I don't think this is the right mindset to approach balancing the game. Instead of saying randoms can't counter MGs. Maybe ask yourself why that is. I believe its because they aren't given enough tools to counter MG spam. Especially UKF. I've been playing UKF lately and I can see very clearly the weaknesses of this faction. The only early game option to counter MG is mortar pit smoke. Pyrotechnic smoke is slow and risks the squad throwing the smoke to the MG as the range is not far enough. Both suffer from the same fault, only counters 1 MG. There is no other alternative. AEC smoke comes near mid-game and is a risky but usable option. Cromwell smoke is nice but is a late game option only. While mortar pit is has a good range on the smoke, it still suffers from being a static emplacement and it can only counter 1 MG. So typically what happens in 4v4 games is each Axis player would get their own MG making a total of 4 (2 possible in each lane) while you would only have 1 mortar pit to counter 1 MG. Again, pyrotechnic kit suffers from the same fault as it can only counter 1 MG and it does not come fast enough (T1) to make a difference in the early game. This is not including more than 1 MG made by any player or bunker emplacements with MGs. That aside, Mortar pits are easily countered by IGs/Stuka and other indirect such as mortars. When the mortar pit is trying to counter barrage other IGs, it is not getting value by attacking infantry or smoking. Smoking leaves it vulnerable to indirect. The popular counter to IGs (pack howi) was previously a good counter but with the nerfs, it no longer is a good counter. Counters aside, if an IG is stopped by killing it. It can simply be recrewed. However a mortar pit has no such option. Mortar pit cannot be recrewed. Moving on, pushing into MGs as a UKF player is deadly because should the push fail then you have to retreat a long distance. Forward retreating point doesn't come until a T2 upgrade costing 115 fuel then 450MP. The UKF player most likely won't get 115 fuel fast if they don't succeed in the first MG push. In addition, the grenade upgrade for infantry sections is pulling MP away from building a mortar pit and a forward retreat point. This doesn't include tech upgrade, bolster upgrade and weapon rack upgrade which all pull MP away from building emplacements. Lets not forget the super expensive 320MP anti-tank gun. Combine this with a static mortar pit that can't retreat, should the UKF player fail at pushing an MG, a mass retreat often leaves the mortar pit vulnerable which means that can lose 250MP. Another 250MP that must be invested to counter MGs. UKF unfortunately has so many MP sinks that they can't power-up effectively in the early game and counter MGs. All this aside, there is a key difference between allies random matchmaking and axis random matchmaking. There are 3 allied factions in the game, each with their diverse arsenal while there are 2 Axis factions in the game which both rely heavily on MGs. Do all allied factions have enough non-doctrinal tools to counter MGs? USF have RE/Officer smoke and Mortar smoke. Soviets get oorah charge, mortar smoke and light vehicles to flank. UKF get mortar pit smoke and pyrotechnics...? What happens is: I'm a Allied random player queuing for 4s. I get stuck in a team with 3 UKF players. 3 UKF players which have only 2 poor option to counter MGs, which is easily countered unless they take doctrinal choices to counter them. I think there-in lies the issue. UKF simply does not have enough tools to counter MGs. Perhaps UKF MP costs need to be adjusted. Perhaps pyrotechnics should come down as a off-map green flare (like decoy flares) instead of a physical flare being thrown by the infantry section. It should also have increased range. Perhaps a new mortar pit building is required, one that is cheaper and can fire only smoke. Perhaps more doctrinal abilities should be added that include off-map smoke. Perhaps there needs to be more counters to IG/Stuka so the mortar pit isn't as vulnerable. Perhaps Forward retreat point needs to come earlier and be cheaper on MP. Perhaps grenade upgrade need to be cheaper and provide pyrotechnic off-map smoke to all sections. Perhaps losing an emplacement should refund the MP cost as UKF have too many MP sinks in the game compared to other factions. In: COH2 Balance |
Thread: 4v4 win rates disparity7 Apr 2021, 02:59 AM
I actually made a thread regarding this that feels mostly ignored by the balance team in regards to the recent patch notes: https://www.coh2.org/topic/107735/new-stuka-napalm-is-too-powerful In: COH2 Balance |
Thread: 4v4 win rates disparity7 Apr 2021, 01:09 AM
I've been playing a lot of UKF in 4s lately and I can answer this one. UKF lack a lot of tools that are basically required in 4s. Rocket artillery and a mobile mortar for smoke for one. They are completely shut down when going against an MG. Smoke from the mortar pit helps as its fast to land and has a fast cooldown but emplacements in general are easily countered in 4s. Especially by the new buff from stuka napalm. I do enjoy the Cromwell smoke round to counter MGs but that doesn't come early enough for it to be effective. Perhaps adding it to the AEC might help. They also lack a solid anti-blob rocket arty. Land matress is doctrinal, slow to setup and turn compared to rocket arty vehicles. There's a new buff on the way and it can't come soon enough. The firefly is easily supported yes but it shoots slow, moves slow, turns slow, turret turns slow, and overall is SUPER slow. Its not ideal for the fast engagements that tend to happen most of the times. Also not to mention that Panther has fairly high HP and good armour in the front so it can shrug off a single firefly fairly easily. The alternative is a 320MP ATG which is great at what it does but is vastly more expensive to say, the USF atg which is comfortably at 270MP and has an muni ability to boost pen values. Brits are already fairly MP starved because of the expendable nature of emplacements. Comet is comparable to the Panther. The frontal armour is the same and it has better AI properties but that doesn't mean much against heavy armour that Axis are packing late game. Both late game UKF tanks fail to pen most frontal heavy armour making them mostly sidelined in the late game role while Axis heavy armour remain dominant. They don't trade well in a front-to-front engagement which tends to happen the most. You use a comet the same way you would use an Ostwind or Brumbar. It really isn't that great for its cost and it can't trade with the similarly priced Panther which sucks. Churchill can only soak damage too which really sucks for its cost. Compared to Panther which is the generalist medium tank god of the battlefield and only continues to receive (indirect) buffs. In: COH2 Balance |
185 | |||||
19 | |||||
6 |