Great direction on Heavies Damage, hopefully they will not be rng wipe machine, Question do tiger changes apply to Tiger ace as well? Additionally, Ost require BP3 but OKW cannot callin heavies if the schwerer is destroyed, this seems inconsistent, unless you want to really punish OKW players for losing tech which is a valid train of thought.
OKW is getting I think some good changes on their infantry, volks, the officer and Falls. Raketen change is interesting I think we need to see how this one works.
Sturmpioneers- If your going to adjust them, Take a look at The shrek and Minesweeper both being available? Much like RE's and Royal engineers can get both. Linked discussion: https://www.coh2.org/topic/95256/70-ammo-for-just-1-panzerschreck-still-why
USF seems to have fewer changes than most but I think the complaints about usf are mostly about infantry balance, which is always very hard to adjust. Not surprising they wouldn't adjust them at the same time as a major OKW change.
I'm Excited to live in a world without no tech supertanks!
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Broadcast: https://www.twitch.tv/hon3ynuts
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Broadcast: https://www.twitch.tv/hon3ynuts
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Post History of Hon3ynuts
Thread: September Balance Patch preview [SPBP] - general discussion14 Aug 2019, 19:20 PM
In: COH2 Balance |
Thread: SEPTEMBER 2019 PATCH PREVIEW14 Aug 2019, 19:07 PM
Edit: Put my detailed post in the other thread But this patch looks pretty good, big change we've been waiting forever for In: COH2 Balance |
Thread: Airlanding Officer14 Aug 2019, 16:46 PM
Making them both buildable from the glider sounds good, players can choose how they want to use the ability, In: COH2 Balance |
Thread: Airlanding Officer14 Aug 2019, 16:29 PM
I agree that heroic charge and camo might be a bit of a weird combo. The officer itself is in a bit of a weird place though as he is prohibitively expensive when combined with the plane and commando models are average units with excellent ambush abilities...that he does not have. I think making the plane and him a little cheaper would be a good first step since he probably doesn't need camo in his role. I think most officers are a bit outside the meta b/c they are slightly weaker than normal combat units. I think they should at least perform at level since they are limited to 1, doctrine specific and come later than regular infantry. They may boost allies by ~20% every fight they pay munis, but why not just get a squad 20% better in the first place. In: COH2 Balance |
Thread: Riflemen need a buff or Volks need a nerf?14 Aug 2019, 03:24 AM
So couple things I learned so far: Volk vet kinda compensates for the lesser upgrades they get, However vet is free, where as 2 bars are 120 munis vs 60 for stgs At snares being vet isn't that bad, rifles vet3 would probably have the same stats but you would need to pay fuel for it as an alternative, just look at cons. Rifles are about average at every range most of the game. They are relatively survivable, but they never do a particularly large amount of damage for the associated costs, except at very close range < 10, they outperform other rifle armed units there. Ex. Compare an lmg rifle to a gren, Grens get better offensive vet and a 60 muni lmg that does the same damage as rifles. At vet 3 grens are doing 23.48 damage vs 21.7 damage. But more hp and RA means rifles can probably win, even though they aren't really outperforming gren models who do 50% more damage than an unupgraded rifleman.r Rifles should have their stats adjusted so they can be less of an okay at every range and more of a -this is how you use rifles fight at mid range. It could also help to give officers a more defined combat role that isn't the same as rifles just slightly better In: COH2 Balance |
Thread: 70 ammo for just 1 Panzerschreck still, Why?13 Aug 2019, 19:41 PM
I think minute 10 or so puts them at nonexistent AI when it becomes quite dangerous to close in enough for winning damage so I'm fine with the sweeper + shrek Both taking STG slots at that point. If they vet up enough they can use the neat stun grenades that always seem out of reach or make up for it with 3 vet 5 stgs I just don't see how you can play a game without minesweepers or expect double sturms to scale well in the current state of game. In: COH2 Balance |
Thread: 70 ammo for just 1 Panzerschreck still, Why?13 Aug 2019, 19:24 PM
70 munis is worth it. U get faster vet on sturms which is very important for repairs as sturms vet slowly. Plus USF/UKF need to tech for zooks (unless lt) but u can only get one lt anyways. Perhaps, but the sweeper upgrade also increases repair speed. UKF and USF can get minesweepers on an AT squad for less manpower, where as OKW must choose to specialize a very expensive infantry squad. That is the reason I think the panzershrek upgrade is not seen much at all in high level games, it's a bad call to go without sweepers and an even worse call to get a second sturm squad just to sweep. Is there a justification from locking out sweepers with shreks when other factions can buy the same and it doesn't seem to be much of a problem? In: COH2 Balance |
Thread: Rant: WTF is with OKW Overwatch doctrines sector assault12 Aug 2019, 23:47 PM
1st IS2 hit his own mine too when the p4 hit it too In: COH2 Balance |
Thread: Riflemen need a buff or Volks need a nerf?12 Aug 2019, 22:47 PM
well they have a jump at range 9 or less where they become CC weapons, they aer basically a mix bwtween an cc weapon and an LMG , having a pretty flat but good mid to lang range dps but having spike after range 10 Ya it’s like kinda weird bc they should either dig in at max range or get into a knife fight nothing in between In: COH2 Balance |
Thread: Riflemen need a buff or Volks need a nerf?12 Aug 2019, 22:34 PM
1.69 x 3 + 4 x 2 = 13,1 x 2 bar Gotcha, Double bar vet 0 rifles will be better, Vet 3 penals however do slightly more dps dps range 10+ because of their excellent accuracy bonuses and extra man. Addtionally, if you move along the dps curve penals don't lose ground midrange range 15, Penals do 3.7*6 = 22.2 range 15 rifles do (6.5*2) +(3.4*3)= 23.2 That's only 1 dps difference where as range 35 it was 1.3. It's like a weird dps curve I just didn't expect b/c it looks high on the left range 0, but rifles and bars for whatever reason just aren't as good at mid range as you might expect. In: COH2 Balance |
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