Toned down as in
Sturm Repair isnt an issue. T4 flak isnt an issue.
Shrek accuracy at max range, Volks received accuracy bonuses with vet,blobs being blobs,and obers sniping MGs frontally are the main issues with OKW. everything else thats an issue is just an issue because these things are an issue. Panthers arent Op,Luchs isnt OP,Forward bases arent OP,Stuka IS NOT OP but can be tweaked to not be as ANNOYINGLY accurate as it is,Flak HT moving and setting up is a prob,Puma vet 0 smoke is somewhat a prob,Falls need something....they suck at high levels and are too OP at low level. Maybe vet 0 camo and a somewhat cheap FG42 upgrade with hold fire. Pak43 and Flak HQ combo needs to be LOOKED at(not nerfed off the map)
Stuka getting spread like every other artillery piece would be nice, so it does a lot of damage in a circle, but isn't a perfectly accurate creeping barrage which add's a fair amount to your range.
How is Flak HT moving a setting up an issue? if you use attack move with it then it will often bug out and set up 2-3 times. I always stop it and set up, and also use attack ground.
Puma vet 0 smoke is silly, I agree, still not that big on an issue, Fallsch are kinda wonky and fall off late game due to lack of good vet buffs.
Pak43 + medic combo is far, far, more potent than Pak43 + Flak HQ. |
Then they can build it in their base instead of basically being guaranteed to shut down a large part of the map in their favour because their base can easily hold off an entire medium tank, completely ignoring the rest of their forces' ability to aid it.
Sight for your taaaaaaaaanks. It can shut down a VP and fuel if your lucky on some maps, others you won't have the map presence to be so aggressive with it.
I would be more than happy with it losing the ability to damage medium armor if it could still kill lights and I could control the goddamn gun so it doesn't shoot the ground.
Im okay when Sturmpioneers having an above average repair rate, but its just absurd in its current state given vet and minesweeper upgrade.
The reason they have a good repair rate is because you can't spam sturmpio's like you can with USF or Soviets for repairs.
If Sturms were cheaper then yeah they shouldn't have a good repair rate, but they are quite expensive to make and reinforce so I don't see why it's an issue at the current time. |
For the same reason everyone else can only use bunkers to cover territory.
I don't think anyone has a problem with Raketens not be trash if Schreck spam gets its deserved nerfs since that would solve two problems at once.
The Schwer was designed to be how it us because T3 is incredibly important for OKW, if you removed the good units inside of it I don't think people would give a shit about nerfing it.
EDIT: and Yeah the Rackten being good would go a long way towards make Shrek's not nearly as needed as they are now.
answered your own question......
So I'm right? Okay. |
yes but you forgot sturmpioneer turbo repair rate....
Why should a 320 MP assault engineer squad have 170 MP repairs? |
Stuka
Obers
Shreks
Flaq HQ
Obers
Fussies
Battlegroup radias
Kubel (still blatantly OP vs usf)
Did i mention obers?
Stuka: Already been nerfed twice, doesn't need any more nerfs unless you want to reduce it's cost (which I assume you don't want to do).
Obers: agreed
Flak HQ: Why should OKW's most important building in the game be defenseless?
Shreks: We have had 3 threads about this, until OKW gets more mobile AT or not shit infantry AT options shreks are going to be a crutch OKW needs
Fussiliers: What the fuck? They have a good flare so they need to be nerfed?
BG HQ: No idea what your grief with the radius is.
Kubel: lol, what is walking left or right while one squad runs down the middle? A good microed kubel in a pain in the butt to deal with but not impossible, I wouldn't care if it was replaced.
Next, please. |
buff soviet thread #5,000,000
im gettin too old for this shit
Yep, Soviets are in a good place, good early - mid - and late game, but are poorly designed so they remain aggravating. |
This attitude is a direct result of constant stream of disappointments in new soviet doctrines and units, complete inability to improve weak and never used ones, pretending the problem and the units don't exist as well as complete unwillingness of relic to make SU less dependent on doctrines, enforcing certain playstyles not only to be competitive, but to not loose to worse players just because they have incomparably better tiering and doctrines supplementing their army, not replacing it.
There is also a fair share of bitterness for remaining 3 factions but these need surgical cuts, not heart transplant and months of rehabilitation.
A good balance patch and improvements to what already exists to make it desirable is #1 on my personal list even against the fact that I LOVE new units and seeing how pretty much 100% of new units relic introduced from doctrines are more or less underpowered then basic units doesn't shed any bright light on the faction.
Fortunately, hope dies last and mine still is have a heartbeat.
That's the issue tho, to make Soviets less reliant on commanders would require a total revamp not only of the commanders but the entire faction which isn't something Relic are going to do. |
Honestly the game is pretty balanced in all modes outside of the ostheer needing some tweaks early game to compete in 1v1 against USF and to an extent sovs.
5 man grens is just... no... That would destroy what balance we do have.
the MG42 needs a bit more help against blobs(like all MGs)
sniper needs some survival tweaks,221/222 could REALLY use a buff to be a rockhard counter to M20 unless u pop out the crew, flame halftruck could be buffed. Basically make ost T2 a counterpart to USF T2. Idk how they dropped the ball on that so bad.
Tech costs need to be adjusted,and OKW needs to be tuned down. USF could use a tweak in lategame as well. Games pretty balanced at that point,and I think this next patch will be the best CoH2s had. We'll have the new factions finally balanced and some nice stuff to look forward to and speculate. I cant wait. In the meantime can we PLEASE stop suggesting outrageous buffs like 5 man grens.
What about OKW do you think needs being tuned down? |
Sigh. Let me explain this to you.
4X80 = 320 - that's what one grenadier squad health
6X80 = 480 - that's the health of one conscript squad.
If their DPS would be equal, cons would win every time.
As it stands now, grens need to do 50% more DPS just to match cons. (Which they already do)
http://www.coh2-stats.com/compare?utf8=%E2%9C%93&squad1=conscript_squad_mp&squad2=grenadier_squad_mp&commit=Compare
If grens had 5 men, grens would only need to have 25% more DPS to match cons.
Grens being 5 man without any other changes like LMG and DPS nerfs would make them beat every conscripts and riflemen at all ranges, early, mid and late game.
You can reduce the DPS and damage of each individual model to make it so were grens are preforming exactly as they did before damage and DPS wise, but the 5th man makes it so they are less likely to get squad wiped.
Rifles would still beat them.
EDIT: I'm not saying this is a good idea, rather, that it wouldn't destroy the balance like you think. |
Sigh. No.
Grens would do the same thing to conscripts, but every other squad in the game would need to do 25% more damage than they currently do to grenadiers to kill them.
This is a direct and substantial durability buff comparable to the current bonus for being vet 3. And this bonus affects said veterancy bonuses in a multiplicative fashion, so it only gets worse.
Unless you also cut the health of each model by 1/5th, the change is huge.
You can keep the DPS and damage the same as it was before. So grens would preform exactly as they did before, but would be less vulnerable to nades and indirect fire. |