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Axis doesn't have the best AT options in the game
Post History of NinjaWJ
Thread: Relic, get your act together.4 Nov 2014, 17:52 PM
Damn, that abuse In: Replays |
Thread: Poll: Do Soviets need a major faction redesign?4 Nov 2014, 17:49 PM
THe Soviet faction is in desperate need of a redesign. They have several glaring issues: 1. Major dependence on doctrinal units and abilities 2. Underperforming nondoctrinal units 3. Inflexible tech system Dependence on Commanders The two biggest examples of this is the locking of three good tanks behind commanders, the ISU152, IS2, and the T34/85. Now if their core roster was good enough, then this would just be icing on the cake, but it is not. Look at the Axis factions. They Ostheer have the very potent Panther as a nondoctrinal unit while the closest competitor the Soviets have is the T34/85, which is locked behind a Panther. The OKW also have axis to the Panther, and the NONDOCTRINAL KINGTIGER, one of the deadliest tanks in the game. Elite infantry is also another example. While the Axis have access to Panzer Grenadiers, and the mighty Obersoldaten as stock elite infantry, the USSR must CHOOSE a doctrine just to have the same thing. Shocks and Guards are locked away behind a specific commander. Combined with tanks that are commander-specific, you can see why the SOviets are tied to specific doctrines who have good tanks and/or elite infantry. This leads to my next point Underperforming Nondoctrinal Units Where to begin? Every faction has their own underperforming units so i will just point out the major ones. Conscripts!!!! For the love of god, why doesn't this unit scale? Vet3 conscripts still die rather quickly. vet0 LMG Grens could probably take out a vet3 cons squad. Conscripts are the supposed to be the bread and butter of the Soviet faction (read their unit description), yet they perform worse than every other base fighting unit in the game (even Ostruppen?). This funnels players into choosing a specific commander even more due to a lack of infantry that scale. THere is a lot more to say, but i will keep this brief for now. Other underperforming units include the infamous SU76, and the outdated SU85. Soviet units are also outclassed by their German counterparts as well, except snipers and some units here and there that are up for debate. Inflexible Tech System Realistically, most SOviet players go for max two buildings. Going for all of the tech buildings is just suicide because of the cost (plus who would want those underperforming units. I have never seen a strategy game that has a faction that is DESIGNED TO BE INFLEXIBLE! Strategy games are about choice and decision making. As a Soviet player, if you build the wrong building, or choose the wrong commander, YOU ARE AT A MAJOR DISADVANTAGE WITHOUT EVEN HAVING UNITS ON THE FIELD YET! The Soviet tech structure is the antithesis of a good strategy game. You realistically only have access to half of your army's units, and they are lackluster to every German unit in the game as well. In: COH2 Balance |
Thread: Walking Stuka4 Nov 2014, 16:12 PM
Yeah and what is the penalty if Axis go support heavy? Well you can always get a Kat, but that comes out much later In: COH2 Balance |
Thread: Walking Stuka4 Nov 2014, 05:43 AM
IMO, anyone who is truly objective and not faction-biased can see that this unit is out of control OP. Ding Ding Ding! We have a winner! In: COH2 Balance |
Thread: Why does the M20 mine need to one shot the Puma?4 Nov 2014, 04:05 AM
Guys guys, stop trolling, I can reasonably understand the problem and reasonably explain it. LOL. Too true too true Im laughing at all the jokes in this thread In: COH2 Balance |
Thread: Walking Stuka3 Nov 2014, 20:26 PM
Pro tip: when you hear Stuks'a barrage sound just move your armies. 9 out of 10 Stuka will miss or only cause minimal causalities. Unlesss they are support weapons then you are fucked In: COH2 Balance |
Thread: Walking Stuka3 Nov 2014, 17:57 PM
Here you guys.. from Relic's website July 22, 2014 Rocket Artillery Our intent is to better align the performance of rocket artillery between the factions while maintaining some of their unique characteristics. In a previous update, we significantly increased the performance of the Katyusha to bring it in line with its counter-parts. However, its damage versus buildings ended up being higher than intended. Our goal was to lower building damage while increasing performance versus vehicles and maintaining its current performance versus infantry. Although damage has been set back to 80, the AOE modifiers on these units have been modified to retain the same damage profile versus soft targets. Katyusha These changes will retain the Katyusha’s current lethality versus infantry, increase its performance versus vehicles, and lower its performance vs. buildings. The delay in pay-load delivery provides the Katyusha with the ability to deny an area for short periods of time, while its long range and precision fire ability allow it to annihilate high priority units on the battle field. Damage from 160 to 80 Mid AOE damage from 45 to 28 Deflected shots now deal 20 damage Ability recharge time from 70 to 110 seconds Panzerwerfer In contrast to the Katyusha, the Panzerwerfer trades range and area denial for damage concentration. This increased rocket saturation increases its barrage lethality, while its counter barrage ability punishes nearby artillery. Given the Panzerwerfer has a slightly higher tech cost, we have enabled it to fire its barrage more frequently. Damage from 160 to 80 Mid AOE damage from 56 to 28 Deflected shots now deal 20 damage Ability recharge time from 70 to 100 seconds SdKfz 251 "Stuka zu Fuß" Half-track The Stuka provides the user with greater fidelity, allowing them to better coordinate their barrage against the enemy. Given the Stuka uses the largest caliber rocket, its deflection damage was increased to 40 to better reflect its intended potency versus armored units. Deflected shots now deal 40 damage Nerfs to Ost and Sov arty and buff for Stuka. People were scratching their heads that this change... In: COH2 Balance |
Thread: concept art 3 Nov 2014, 17:52 PM
Look at how cool the Soviets looked, and they had some sort three-way commander system (Politruk, Guards Army, Shock Army)? But Relic probably thought Soviets would be too cool and then decided to screw the over In: Lobby |
Thread: concept art 3 Nov 2014, 16:33 PM
shock troops single unit whose skin is almost correct (spot "amoeba" were more) Yeah the Engineer and Conscript squads looks weird. They don't look like the Russian soldiers i have seen in photos and books. But i kinda wish SHock Troops had a more bland look though In: Lobby |
Thread: List of ninja changes?3 Nov 2014, 16:15 PM
Bulletins now say - XP unlocked but only for other players, it used to also say it for yours before the 50MB patch - also before the 50MB patch there was about 5/6 more Multiplayer AA maps. I think Relic said those AA maps aren't ready yet so that is why they had to pull them back In: COH2 Balance |
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