And any other way will lead to it being massively overpowered wipe machine.
The unit should never be implemented in the first place, wunderwaffe super units are DoW thing, not CoH.
It would need to be extremely inaccurate if it was made into arty, that being said I think its way to critical redesign for it to happen, given how PACK howi which is an actual howitzer wasn't redesigned into barrage only weapon yet.
It was when released, but so was practically every other bit of DLC.
It's wiping potential is too high, making it really difficult to balance. I think it currently has the last set of Relic nerfs on it, so you rarely see it in game, even when people use that commander for the HEAT rounds.
As for making it into arty, making it into a 200+ armor, 1000+hp mobile B4 seems like a really terrible idea. |
What about maps, which are in the game, but not in automatch? Like Montargis Region. Will they remain in their current state?
I hope Montargis stays in its current state. It's an interesting comp stomp map but terrible for 4v4. |
AVRE is better than ST because it doesn't have such along aim time/wind up or whatever determines how fast they shoot after receiving the order. The AVRE also has a more reliable arc so it doesn't collide with terrain as often. It also reloads on the move which is very good compared to the clunky Sturmtiger.
I just watched a replay of mine where a teammate got both a ST and a KT. In about 10 minutes, he got six kills with the ST. That number would zoom up to about 10 if you included friendlies, as one of his shots collided with a pole or something and got one of his squads. Watched on 8x speed, the whole thing looked like a Monty Python movie.
When he got the KT, he dove them both into 3x FF and a Churchill, losing both while inflicting no losses. Maybe the ST is great for good players but for bad players it can be comically bad. At the end of the game, the player that got both did about half of the damage of anyone else on the team. |
I hardly ever see the Avre, but don't know if that it because of the AVRE or the commander being mediocre.
I see the Sturmtiger sometimes. When people try it on something like Redball, it usually isn't that great as it is easy to counter if you have good vision on it, even with it's huge HP pool. It does seem odd that it has low armor and such a high HP. It seems like the armor should be a lot more and the HP maybe less.
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This, however, is extremely disingenuous.
I was just poking fun at people's responses to the UKF buffs. I don't actually care that much about Brits. I mostly play them when I'm bored of other factions. They still feel a little weird to play. I don't play a lot of Ost either, but that has more to do with how grens used to get wiped so often due to arty.
On a less sarcastic note, I do agree that having a mainline infantry unit unbalanced is somewhat worse than having a doctrinal unit unbalanced. |
Because something is wrong, doesn't mean the alternative or opposite is right.
Both arguments are too short sighted (a faction appearing or the results of a series without analysing how each game played). Unfortunately we don't have a huge sample size where we could rely on sheer WR to analyse faction performance.
I've not claimed that in any post. I don't know at this point, but then, neither does anyone else. There was really just one very competitive series in the last tournament. With one data point, you can't calculate a standard deviation, much less make any conclusions.
As people use UKF more, their understanding of it will change. Just because UKF went 0-2 this tournament final doesn't mean that the next one won't be 5-0 UKF.
I've posted more about this lately because the hypocrisy and bias is annoying. When JLI's needed a nerf, it was okay to wait almost a year. Same thing for taking the faust from Falls. In this case, people aren't even waiting for the meta to develop before going batshit crazy about a hotfix. |
I don't feel like Allies are much better in any game mode. The game is somewhat balanced at the moment.
A bigger issue is the combination of certain doctrinal units (ISU and Elefant) on maps that don't allow any flanking (Minsk, Kharkov, Rails and Metall, Poltawa etc.)
I also think unbalanced maps are a bigger issue than factional balance. North Minsk, Kharkov, Moscow all suck and give you a huge disadvantage.
Right now, I feel like the biggest difference between Axis and Allies is that when I play Axis, I'm usually picking a JT to counter an ISU, as opposed to picking an ISU to counter a JT or Ele when I play Allies. At least the nerf to the Pershing worked as intended. It didn't seem that bad the last time I played against it.
If I could veto just the north spawn on Minsk, Kharkov, and Moscow, I would in a heartbeat. They're as bad as the right side of Port of Hamburg. |
I think this is something which should had been done eons ago but it won't do anything in the current patch as you don't see double weapon wielding IS all that much.
It would be a reasonable start. If there were actual play testing or data that proved UKF was still overpowered then you could make UKF pay 50 munis/squad to upgrade instead of the global unlock (or something like that).
I have tried UKF multiple times in this patch. So many of the commander abilities are muni-based that upgrades seem like a luxury and I spend the entire game being starved for munitions.
The high pop cap of a lot of their units (FF and Churchill seem like they're too much) means that you don't have a lot of units. I've had some good games but I've also had more bad games. For some reason, the small buff to howitzer pop cap has resulted in people building a lot more howitzers. I had one game where the first three shells from somebody's howitzer killed my Vickers, a section, and the sappers repairing a Cromwell. It might be RNG, but it's still difficult to recover from something like that and it usually doesn't happen when I play any other faction. |
Then say that instead of pointing out that a more or less expected number of players in the top 4 used UKF. My issue isn't that you don't have a point. My issue is that half of the points you bring up are misguided.
I don't think there's ever been a previous time where people used the logic that a faction is OP just because people used it in a tournament. It doesn't even matter that said faction went 0-2 in the finals, it's still OP and needs to be nerfed. It won't be "balanced" until nobody uses it again.
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DR is hard to balance since numbers are usually very small, makes knowing the hidden stats even harder, I have no idea if it stacks additively or multiplicatively.
I think everything in COH2 is multiplicative. For example, a 2% penetration bulletin takes the base number and multiplies it by 1.02. A PTRS with 80 (or whatever it is) would have 81.6 pen after the bulletin. If it was shooting at something with an armor of 240, it would have had about a 33% chance to pen. With the 2% bulletin, the chance would go to 34%, not 35%. I think RA bonuses work the same way. For example, if a squad had a base 10% and a vet 3 20%, their received accuracy would be 0.8*0.9=.72 at vet 3.
The RA numbers end up being a little counter intuitive. With the 0.8 and 0.9 example, you might think you're getting less by stacking since the total RA would be -0.28, but the squad is 1/0.72 = 1.39 or 39% stronger.
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