Some ideas
- Disable capture when building for all units (would also apply to wires and mines)
- Add a cost to sandbag, manpower or munition.
- Put sandbag behind vet1 or tech
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Post History of Esxile
Thread: Sandbags nerfed enough? Nope6 Mar 2021, 12:27 PM
In: COH2 Gameplay |
Thread: Post Winter balance patch - USF indirect fire problem5 Mar 2021, 09:04 AM
On 2vs2 instead of 2 Scotts I see people building 3 obviously since the balance team isn't willing to tackle USF late game issue with Scott and Pakhw, nothing is going to change. I had mixed results with the Scott (I don't build more than one), can go from useless to good but it still entirely RNG Pak follows the same way, too RNG and good luck to vet it. Mortar buff is welcome, and yes I feel it is better to build 2 of them than a Pak. Calliope remains the only solid late game choice for USF in teamgame. |
Thread: Kubel Overly good?3 Mar 2021, 19:44 PM
Assault engineer are great if you manage to close the distance but it's kinda hard sometime. Since the first PF arrive at the same time the first RM it also helps a lot and PF are usually vetting faster than rifles. Anyway there are many reasons that are not necessarily connected to a vacuum dps comparison. I still believe kubel are doing too great at least vs USF and I can understand why I regularly see dual Kubel start vs USF on some maps. In: COH2 Balance |
Thread: Kubel Overly good?3 Mar 2021, 12:38 PM
Out of cover? You shows youself that neither riflemen or pathfinder can win an engagement out of cover vs a Kubel so how can you use it as a test. You're deluding the point here, it is not about who between riflemen or pathfinder does more damage before dying out of cover because obviously riflemen are 5 men squad and pathfinder 4 men but how fast are you able to force the backoff of a Kubel when in cover. Ayway It's also interesting to analyse, this may also be a biais because PFs help a lot to repel the SP that try to flank or the vision bonus helping to position before engaging someone who doesn't see you first. There are so many variables that one test Kubel vs PF or RM out of cover is a bit ridiculous to claim anything. In: COH2 Balance |
Thread: Kubel Overly good?3 Mar 2021, 12:05 PM
Try it. Pathfinders do way better than vanilla riflemen, maybe something to do with the critical shot I didn't really analysed the why. People tend to think I only speak of my own experience. I've witnessed the increase in use of Kubel in 2vs2 and by extend seing many 2 kubels start especifically vs USF players (not only vs me) with good success in denying map presence for the first minutes of the game, which make me wonder if a 210 manpower/no fuel unit should be so effective vs 280 manpower units. Anyway I would welcome more argument about the kubel other than -AHAH kubel OP or trying to discuss my own skills. As I said I have no difficulties to stay in cover fighting Kubel until it retreats, the problem is the effectiveness of this strategy because riflemen have low damage output vs this specific unit. In: COH2 Balance |
Thread: Kubel Overly good?3 Mar 2021, 11:03 AM
kübel is fine as is. it can dish out quite a bit of dps against lone squads but falters quickly when pressured with multiple units. a force multiplier in the early game but at the cost of another volks or sturm that offer much better scaling into the later stages of the game. i personally find them a nuisance to deal with as usf, but still easy enough to chase off until i can field a proper counter (e.g. a light vehicle). Once the kubel is vetted, good luck chasing it with your LV since it just need to sit on the backline and reverse once your volk's line is broke. Now maybe you speak of 1vs1, but in 2vs2 Lvs have hard time to chase anything with the multiplication of soft counter available on the field. One kubel is not a problem early game, two is a different matter that can bleed you really fast with little counterplay. And their ability has nothing of "late game", or to consider 4-5 minutes mark as late game. Funny enough I clearly have less problem with Cons which only cost 240 manpower to counter a Kubel. In: COH2 Balance |
Thread: Kubel Overly good?3 Mar 2021, 09:48 AM
Of all the early game vehicle this is probably the only lasting longer in any game thanks to it share veterancy. After the 2 firsts engamenent you don't really need anymore to put it on the front line unlike UC or M3. I regularly see kubel living 20 minutes uncontested because they're so useful on the backline and atgun/LV/mediums miss more than they hit them and they just drive super fast out of reach for the second shot. ---- Early game use it as meat shield, once vet1 keep it a bit behind to assist dps and let it get his shared vet accumulate. Use or abuse of the detection ability anytime. For a 210 manpower unit, that's too much cost effective. Particular grief: too good vs vanilla Riflemen, 70 manpower difference and a bleed capability on riflemen that's over the top. I constantly see in 2vs2 many good OKW players building 2 Kubel vs USF because they're so effective vs them. You can lock riflemen behind cover for a really long time since they do jack shit dps on the kubel. Then even if you lose one kubel it doesn't matter since how much advantage you took from it, you just need to snowball now. My proposal: Balance Kubel vs riflemen should be adjusted. Kubel shouldn't be used so effectively as meatshield vs Riflemen. Even Pathfinders are 10 time better, That's actually my constant counter on map where dual kubels are too effective but honestly being force to pick a commander to counter two kubels . Dectection ability should come with a greater downside. Maybe force a static mode once on detection mode with a couple of second to activate/disactivate so It can't just evade anything on demand. In: COH2 Balance |
Thread: Current state of the IS-22 Mar 2021, 13:32 PM
It's not that I disagree with you but the game is mostly balanced around 1vs1 and panther in 1vs1 isn't really spammable so it needs to stand to the IS2. I think the IS2 is in an awkawrd position where since it isn't the top dog in AT then there are little reasons to pick it, KV2 or ISU-152 are better overall in every situation you may face as Soviet. Since your main AT dealer will always be the Su-85 then better having a AI specialist that can stand its ground even vs the panther than a mediocre all around heavy tank. In: COH2 Balance |
Thread: USF atnade behind 55 fuel wall?1 Mar 2021, 07:52 AM
I wonder why atnade exist in that case. In: COH2 Gameplay |
Thread: USF atnade behind 55 fuel wall?28 Feb 2021, 21:25 PM
I've run into OKW going 2 Kubel start vs USF, since riflemen are already crap vs vehicle and you can bleed them and don't care anymore about their vet1. There is something the people here don't understand, I'm not saying a general unlock for atnade isn't good where it is, but that you're now cut from different build orders since you need this tier unlock to keep your RM from being bullied by LVs and every fuel based upgrade you get before that is just going to be a suicidal decision. Now its x3RM into lt/capt and tier upgrade or you can be taken pants down by an early LV. My opinion is this is a regression in design for the faction. Why wouldn't I be allowed to have an extensive early game, building 2xHMG or a Mortar and a HMG before getting my T1 upgrade, or if I want to unlock grenades and Ambulance before getting a Stuart. Or if I don't plan to get any light vehicle at all and prefer to get Grenade&bars&ambulance instead. Because some dudes at TOP level decided so because they don't do that in their games? What does it cost them to keep the Vet1 Atnade unlock AND having it unlock for every RM once teching? In: COH2 Gameplay |
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