I play a lot of team games so I can agree with some of the changes posted. I'll make a list with what I agree with and have a problem with.
Reduce plane damage. Yes please.
Soviets
ISU HE nerf? No. ISU's main role is AI with some AT capabilities. The AT on the ISU is decent but not great. It doesn't need a nerf to its primary role. Rear armour nerf is unnecessary too. High HP panthers with high frontal armour do not need an easier time killing an ISU.
Recon removed is not necessary. Get AA. Or better yet, use the Schwer AA since it comes with all Schwer's.
Healing would be nice to match the HT on Wehr side. Cost adjustment may be needed though.
Wehrmacht
Spotting scope elefant is what makes it strong but it immediately goes away when it moves anyway. Having that first shot capability (without infantry) is a major strength of the elefant and I don't think it should be removed.
Yes to the stuka dive bomb not neutralizing victory points. Its just stupid to have a super close game and then have 2 players coordinate their stuka dive bomb.
UKF
Love the mortar pit idea. Reduce build time of mortar pit slightly to adjust for having to upgrade to 2 mortars? Stay away from my Infantry Sections.
Land Matress definitely needs some work. No tear down time would help it from being stuka dive bombed constantly. It should be non-doctrinal too since brits have no way to counter blobs (similar to how you mention OKW later).
Never had the issue with the red flare. I wouldn't mind all infantry section members throwing red flares but then how do you know which flare the barrage is targeted?
Perimeter Overwatch adjustment. I think this is fine as it currently is, its expensive, its strong, but there are only 2 guns at the base and some off map mortar so there is only so much it can do. Plus it can be countered by love tapping a point with infantry which is very easy to do.
Assault Commando. You say obvious reasons but I don't see the obvious reason? I rarely see this used in team games.
OKW
Funny how you say OKW needs an important tool against blobbing when Brits don't have any. I do agree on the rework though. Stuka is a terrible unit with terrible design. Not quite sure if turning it into a random scatter mortar or incendiary barrage unit is the right choice. Damage over time is not as effective as immediate damage. I can offer no alternatives either. Maybe increase the spread/scatter on the bombs coming down instead of being insanely accurate in a row (like a creeping barrage unlocked at vet 0). Perhaps limit the current stuka to 1 so while it stays powerful, they can't mass the unit.
G43 agreed on this change, its more of an exploit.
IR HT. I don't think pop should be lowered, its already pretty powerful offering free vision in exchange for a small investment. It combos well with other Axis units too.
One minor change I would like to see is making a repair unit more accessible to OKW without the 300MP cost then again thats what the Mechanized truck upgrade is there for. Perhaps through a new commander or something.
Oh and remove the cap on King Tiger. Let me have two King Tigers
USF
Pack Howie doesn't need a change. Its competiting with IG and I'm pretty sure they both share similar stats. Pack Howie is one of the best blob controlling tools USF has and its unreliable at that. Excluding mortor carriage and MG.
M8 comes too late as it is. Reduce CP cost if you are going to nerf damage or keep as is due to the high CP cost.
- - -
I think the biggest issue is Brits lack a blob control tool for team games.
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Post History of Applejack
Thread: My last personal wishlist for teamgame adjustments8 May 2020, 02:34 AM
In: COH2 Balance |
Thread: British assault officer8 May 2020, 01:00 AM
His recon ability at vet 1 is super strong in team games. Its a global scout. Not as good as arty flares but still pretty good for taking out that pesky arty. In: COH2 Balance |
Thread: Stronger Fraction in 4v4/3v34 May 2020, 16:30 PM
Its hard to say what side is stronger but I feel there is a bias towards Axis. Axis is stronger because they have so many stock blob counter tools which is what the majority of players in 4v4 tend to do. The best counter to a blob is your own blob but not as effective when the enemy has a blob-counter unit to your blob. Allied equivalents with the exception of Katy/Pack Howie usually is doctrinal (calliope/landmatress/105sherman). OST have Brumbar, Werfer and MG42, OKW have IG gun and stuka. The downside that I can see is Axis tend to be weaker earlier game if they can't use their MGs effectively. They need to hold a fuel point or they will be gas starved. Early light vehicles delays the really good late game vehicles and even worse is if you lose them early. Axis tend to win for certain when their armour can reach critical mass around late game stage. When they can amass more armour pop cap than Allies. Since their armour is much more expensive, they get a lot more value for their resources. Its much easier to keep a Panther with 960 hitpoints and great frontal armour alive than it is to keep alive any allied medium tank. In: COH2 Balance |
Thread: LEIGS4 May 2020, 01:58 AM
Smoke the flak truck and give it the ol' double gammon bomb + arty flare. Axis players don't want you knowing this secret. In: UKF Strategies |
Thread: Winter Patch - Current state of doctrinal armour2 May 2020, 18:17 PM
There's a lot to unpack here but the issue I see with these suggestions is the attempt to buff the doctrinal shermans when the tanks themselves are already performing fine. They're just outclassed by a nondoctrinal monster tank destroyer. Thanks for the input, I will have to change my spreadsheet to include aim time for reload speeds. I'm starting to understand that the E8 Sherman is not played because of the current state of the Panther. In all aspects, the E8 is pretty much a crappier version of the Panther at a reduced cost. The Panther faces difference tanks than the E8 would normally face which compounds the issue. Normal Shermans did however see extensive use during the World Championship, being the most common USF tank to be deployed. If the E8 is changed to be a direct upgrade to the normal Sherman then I hypothesize players may consider the E8 again. (Also notice that Rifle Company was picked once and the E8 was never built) Stat source: https://www.coh2.org/news/102660/world-championship-match-stats#usf_meta Edit: The HVSS suspension bonus is supposedly no scatter penalty while moving. The only tank in the game to have that according to this post https://www.coh2.org/topic/36347/cruzz-s-the-more-you-know The benefit is that the gun is able to kill infantry better on the move but the gun on the E8 currently is garbage vs infantry so the bonus is insignificant. Easy Eight has no scatter penalty on the move so it will be just as effective against infantry with the main gun standing still as moving |
Thread: Winter Patch - Current state of doctrinal armour2 May 2020, 01:57 AM
I tried using the E8 again and it still doesn't feel good to use. Against other mediums like the Panzer 4, it feels on equal footing. Against Panther, feels slightly worse as it should for its lowered cost. Although the cost is about 22% less MP and 32% less fuel. It doesn't feel 22%-32% weaker. It feels 40-50% weaker. I hope that can visualize how weak it feels. I can see the strengths that this tank has. Its very similar to the panther as I've mentioned. Strong frontal armour, up to 3 MGs to attack infantry. However, it does not have the penetration the Panther has nor the armour the Panther. Regarding armour: The Panther has frontal armour that is very good against tanks it goes up against. The E8 has very good frontal armour but against the tanks it must fight, it is not that great. I can see this tank being very strong if able to flank an unsupported elefant or Jagdtiger but the Sherman can do the same job at a cheaper cost. When I play with this commander, I think to myself. If I need AI, whats my best choice? I choose normal Sherman or AAHT as they do AI pretty well. If I need AT what do I go? I choose M36 because it can attack safely from range to gain vet, has superior penetration, and access to HVAP-T shells for increased damage and penetration. As a flanking tank, I look to the T-34 as the best example of a flanking tank. Cheap cost, Ramming Speed ability, dinky gun that can barely penetrate frontal armour but at least has a chance with rear armour. The E8 does not excel in any of these categories. It does not have any supporting abilities, it does not have a cheap cost and it has high penetration which is useless if you're going to attack the rear. To bring back to my original point. The E8 doesn't feel good to use. It doesn't have a role it can do well. I dare say it is outclassed by the normal Sherman as it has access to HE. Here are my proposed set of changes that can make this a better tank to use and a better tank to use equates to a more fun commander. With 1v1's in mind and without making this tank too overtly powerful here are a set of changes to choose from: Set 1 - Moving accuracy to 0.9 - Give it access to change shells similar to default Sherman. HE Shells are exactly the same, AP shells will be the current penetration values. This set embraces the existing Sherman's role and becomes a direct upgrade at an increased cost. Special HVSS suspension gives it better moving accuracy. Set 2 - Gains flanking speed ability at vet 0. - Reduce cost by 20MP and 10F. - Reduce penetration by 30 across all ranges. (200/165/155 to 170/135/125) Fully embrace the role of the flanking AT role. Similar to a more heavily armoured but more expensive M10. While the E8 has 3 machine guns, penetration is not par with the M10 and it still suffers from the lack of HVAP forcing it into the flanking role. Side effect is you gain a tank with a speed boost ability on cooldown that can relocate very quickly. Two vet 1 radio net enabled E8's with speed boost may become problematic in 1v1. Set 3 - Add M10 HVAP ability at vet 0. - Increase cost by 30MP and 10F. - Frontal armour reduced by 20. - Target size increased to 24. - Reduce penetration by 50 on short range and 20 across mid/long ranges. (200/165/155 to 150/145/135). HVAP values bring it up to (210/203/189) Cost is now slightly higher than the M36 Jackson. It is an alternative choice to the M36 Jackson with less penetration and range but 3 MGs and radio net with multiple shermans. Penetration is lowered but better with the HVAP ability. Set 4 - Moving accuracy to 0.9 - Radius increased from 2 to 2.5 Similar to Set 1, this improves it to be a direct replacement to the Sherman. I prefer Set 1 over this one though. |
Thread: Brit (non-doc) tools to delete OKW HQs are ridiculous1 May 2020, 13:21 PM
Found this old replay with the same strat happening back in Dec 2018 with a little teamwork. https://youtu.be/Xqn0hu2A9ug?t=1458 In: COH2 Gameplay |
Thread: Are sections perfectly fine?1 May 2020, 03:43 AM
Well said In: COH2 Balance |
Thread: UKF Medics30 Apr 2020, 14:23 PM
Triple MG4s is not enough. They need triple M1919's for super long range sniping with ranger weapon control buff. Being good at saving lives means being good at taking lives too. /s Serious tho. While I like being able to move my medics up to my forward assembly. I hate having 580MP in one position ready to get shelled by indirect. OKW medic truck is similar in cost but at least they have medic upgrade with their retreat point. In: COH2 Bugs |
Thread: UKF Medics30 Apr 2020, 12:25 PM
I like them in their current state but the AI could definitely use a touch up. You can bring them to your Forward Assembly if you decide to make it a retreat point. In: COH2 Bugs |
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