I think it is easier to modify OST, OKW and Soviet than USF and UKF. USF and UKF are the last two remaining factions missing essential army function as per design. Touching RE or Riflemen has more potential to create new monsters than volks or gren.
If volley fire is so bad, it is because it has too much potential with BARs upgrades. If RE are so damn expensive it is because it also has too much potential with Bars and 5men squad. Any buff to RE will make them too strong mid to late game or you need to completely redesign them and same goes for riflemen.
Then we could also increase USF starting manpower so the third RM hit the field sooner but what consequences it would have on OST/USF matchup.
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Thread: About USF early game, how about finally buffing RE a bit?9 Aug 2018, 10:37 AM
In: COH2 Balance |
Thread: About USF early game, how about finally buffing RE a bit?9 Aug 2018, 09:58 AM
Point is they shouldn't really stand a chance vs them on a 1 squad vs 1 squad fight but yeah that could make the Penal too strong vs them. The other way around is if we buff USF early game, that could make things going wrong on USF/OST matchup. There are other solutions, like increasing Volks build/reinforce time at vet0 or before first truck built. Reducing OKW starting Manpower is also another way to be explored. In my opinion, Volks aren't the main issue here but the squad field saturation you can reach extremly fast with OKW vs USF. 4 volks should have downside the same way 4 rifles has if you decide to go Lieutnant first. In: COH2 Balance |
Thread: About USF early game, how about finally buffing RE a bit?9 Aug 2018, 07:38 AM
A buffed volley fire wouldn't be too bad I don't think. It would open up options. Assuming it's balanced of course it would only be Much use against something like sturms or pgrens and each use would delay BARs slightly. It's not like it would be all good with no drawbacks here It would be really bad, allowing the USF player with a button to win any engagement like flamnade was before being remove from start. It's my personal experience but at my level sandbags make a lot of difference, fighting someone who build them anywhere and someone who don't is like day and night. Removing sandbags from volks would help a lot to balance the early game wihtout having to touch RE or Rifles. In: COH2 Balance |
Thread: UKF feels entirely uphill, the entire game9 Aug 2018, 07:29 AM
From QA point of view, Relic does the right thing. When you are modifying a value on the software, you have to evaluate what could be affected anywhere else in the software by that change. Limiting values that can be changed at the same time (aka same patch) limit the risk to see many collateral issues in various areas of the software. From a player perspective it can be frustrating but I see the "scope" as a solution to avoid bad patchs as we had before. Now I don't want to blame Mr.Smith and I backed him time to time in the past even when I wasn't agreeing with his position, but not for this last patch because he simply went rogue of the forum, he provided us with an Alpha.patch and zero explaination, zero comment and zero reason to trust him. I didn't comment much on it, just a saracasm about 222 being twice cheaper than the M20 but my understanding of the situation is that Mr.Smith and his team is responsable for the Alpha version and Relic mitigated the changes, I think we can thanks Relic for having mitigated the disaster that would have bring the Alpha version of the patch. I also heard rumors about the balance team being Axis bias which could also be a reason why we are in such situation. But this could come from the fact last patch had direct and indirect huge nerf for the USF and UKF, I mean I'm not surprised with the state of the balance today, this was clear from the moment they push the patch live. In: COH2 Balance |
Thread: Stuart vs tanks8 Aug 2018, 06:58 AM
The 2 abilities share a cooldown so the stuart could either blind or slow the vehicle but i think it is great in lategame as it helps shermans to win over p4s in 1(+1) vs 1 situations just by using the blindshot to allow the sherman to close in and get some shots of. And take one or two raketen shots in the process so the Sherman can move on. |
Thread: USF COMMANDER REVAMP DISCUSSION4 Aug 2018, 10:15 AM
Speaking of sprint, how many of you actually use flares on the rifles? BTW did you know rifle flare doesn't reveal camo unit. Now you know. In: Lobby |
Thread: Light Vehicle Meta needs to Stop2 Aug 2018, 19:30 PM
Around rank 1000k probably, other story with grens around. Remember 222 can walk freely anywhere while it is not true for the AEC. In: COH2 Balance |
Thread: AI Grenade ratio usage per faction from GCS2 quali2 Aug 2018, 19:27 PM
If you kept nades the same but made Volksgrenadier squads have 50% health, I'm sure you would see OKW winrates drop substantially, but see the same or even more grenade usage from them. If you would stop to put stupid claim in my mouth, it would be easier no? Winate isn't associated to grenade the same way than Soviet winrate isn't associated to T70 alone. But that's a mix where maybe grenade has a bigger impact than expected. Mobile Defense wasn't touched the last patchs as well, yet today the doctrine is seen as way too powerfull compared to others. In: COH2 Gameplay |
Thread: AI Grenade ratio usage per faction from GCS2 quali2 Aug 2018, 14:20 PM
Did I? nop, but agree with your second paragraph, still grenade is maybe something that can be looked at to continue to balance the game. In: COH2 Gameplay |
Thread: AI Grenade ratio usage per faction from GCS2 quali2 Aug 2018, 13:24 PM
Let's remember guys: correlation does not equal causation. 3 over 5 factions have the upper hand and it appears they all use free-tech nades (OKW and OS) or Meta (SOV with Penal/Guards). So there is a correlation, now my question has you didn't want to see is if the causation exists. Grenade isn't a limited faction that have Little to 0 correlation with victory or defeat unlike speaking english or not. Grenade can wipe squads and more generally wins engagement. So the question is how much do they impact the actual meta. Some time ago when the game was balanced around early/late game assymetrical balance, grenade design was making sens in the way to delay teching and force choices for the early game dominante factions. Today I think the question need to be evaluated. So far, except being a true sarcastic heroe you didn't prove anything. In: COH2 Gameplay |
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