One thing you can compare OST to UKF is USF currently. OST can get Sniper and a Grenadier squad by the time USF second Rifle squad hits the field thanks to OST 80 MP increase. Right now the current counter to OST sniper are light vehicles but then you release that Wehrmacht can get a 222 by a time that USF LT M20 comes onto the field. A UC of Brits did jack diddly squat against OST sniper in Alpha. (For those who didn't know if you faust that UC, it had no Engineers to repair it till the next tier. That means you had to spend munitions to repair it till than and good luck if OST just lets you self repair.) Another factor to take into account is the 222 changes with no longer requiring munitions meaning that one more tellar mine to destroy that light vehicle hunting down that tough, survivable sniper. This just snowballs into more and more power for the OST as UKF is bleed dry and forced off the field. How can you make a counter with no MP or map control?
When you compare OST sniper to Soviet sniper no one can deny how much better OST sniper is. He remains effective against both Allied factions (ESPECIALLY USF) while Soviet Sniper remains SOMEWHAT effective against OKW. I rarely get affected by Soviet snipers as OKW but as USF playing against OST? You can bloody count on it that it hurts. Like Comm_Ash was saying how effective OST sniper was against 6 man Shocks and Guards due to high reinforcement. Basically that is always happening to USF, constantly bleeding high cost models. Do you realized the rage of Axis players if Soviet sniper got a rate of fire increased to match OST bleed against USF right now? You bet your arse there would be landslides of topics nerfing the Soviet sniper. Mind you USF have only somewhat less reinforcement cost to Brits. What is happening to USF WILL be worse and harder for UKF. Mind you USF already has struggles with OST sniper due to that snowball effect and bleed.
Note: I was in alpha and I almost won EVERY match against Brits when using OST sniper from the fact they couldn't do a bloody thing. Did you know what those Brits did who won? Broken Commandos was the only thing they could do to take out my OST Sniper.
When people are talking about simply counter sniping OST sniper with Allies and USF have no snipers
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Post History of ClassyDavid
Thread: Ostheer Sniper ROF20 Aug 2015, 22:04 PM
In: COH2 Balance |
Thread: Switching USF CMD Abilities 20 Aug 2015, 21:13 PM
Ello gents, this idea came to me after mulling over the usefulness of Thompson Vehicle Crews and Mechanized Half Track callin. Basically switch the Vehicle Crew Thompsons with the Half Track of Mechanized. I'll go over the reasoning of why the change and how it would make more sense for these two abilities to be switched around in commanders. Let us first go over Thompson Vehicle Crews than the Half Track call in. Currently Thompson Vehicle Crews aren't a good option at all considering Assault Engineers have more utility through building FP, caches, defenses, and more importantly the anti-garrison flamethrower. They also come in earlier and do higher dps with their grease guns considering Vehicle Crew only get two Thompsons for some strange reason considering the price. Another factor is that Assault Engineer have better veterancy for combat oriented duties, getting increased accuracy and lower weapon cool down. Compared to Vehicle Crews getting the same recieved accuracy bonus at Vet 3 and 6% higher repair speed (at Vet 2) than Assault Engineers who get 50% repair speed at Vet 1. I just have never found some reason to get Vehicle Crew Thompson considering the cost and the fact they do less damage and have less utility. For the Mechanized Half Track it is simply too expensive in MP cost for USF to afford and being a hefty investment. By giving it to Armor Company and removing the Assault Engineer squad in it this would make it cheaper of around 240 MP (from 520). If you want to add in Assault Engineer squad you can simply call one in. This would give much more flexibility and usefulness to the half track even it is more fragile than the German Sd.Kfz. 251. The main benefit of this change however would be Mechanized Company and the whole theme of being rewarded for keeping vehicles, withdrawing them, and getting resources. This would could be used for vehicles that would be more appropriate for the task at hand. But how does this go to Thompson Vehicle Crews? Easy, veterancy. By giving that early WC.51 Vehicle Crew Thompsons suddenly they can keep earning veterancy even at Vet 3 leading to them crewing up vehicles with high veterancy leading to Vet 2 or 3 Shermans or Jacksons. So you can keep withdrawing those vehicles while keeping the crew and turning them into a combat effective squad through Thompsons and they wouldn't have overlap or be outdone by Assault Engineers. This would be a very interesting change for Mechanized as those Vehicle Crews would really become Elite as they change from vehicle to vehicle and in between those refitting you have a highly vetted squad. There be even situations of biting the bullet and hopping out of surely destroyed tanks and keeping that veteran combat squad who'd still be useful while waiting for another tank. Hope you find this change useful/interesting and if not I hope you enjoyed the post! In: COH2 Gameplay |
Thread: M4 Sherman needs cost decrease 20 Aug 2015, 02:36 AM
I could see the Sherman becoming more durable through veterancy. Would be a interesting new veteran level and help out with Sherman scaling a bit. In: COH2 Balance |
Thread: Ostheer Sniper ROF20 Aug 2015, 02:28 AM
Currently I feel OST sniper is too strong due to a combination of RoF, Veteran 1 ability, and survivability. He is rather overpowered to poor USF as he gains veterancy very quickly while inflicting horrendous bleed. Downgrade his rate of fire and MAYBE even put him into tier 2 as well increased recieved accuracy. With the introduction of the WFA and the Brits, snipers are in a very odd spot right now. I recall the days of VCoh and how great Wehrmacht sniper was against the Brits back then. Even if OST sniper was given the mirror rate of fire he has better camo and a extremely good veterancy 1 ability which would make up for the lost of rate of fire. In: COH2 Balance |
Thread: Soviet Ability Changes 19 Aug 2015, 01:54 AM
Ello gents, while there are many abilities in this game that are useful, some are rather dubious worth. Mainly on the Soviet side but nevertheless Relic has stated they are looking into veteran abilities overall but knowing them we simply don't know when or what they'll bring. So I decided to just cobble up this list of abilities (Mainly Veterancy ones but also other that are purchased or gained through other means.) Hopefully we can figure out a way for these abilities into a more useful or balanced state. Of course this can expand/change as people add on and better (more agreed on) suggestions are suggested! (The TL;DR will contain the shorten changes at the bottom, the list below will go in more depth of way.) Soviets: Earlier in this game Soviets have had some of the best and most infuriating forms of abilities like precision strikes. While Soviets do still have useful abilities many are rather of dubious worth nowadays. Molotov: Being 125 MP and 25 Fuel to purchase while also having one of (if not THE) longest throwing animations one would expect a good grenade. Sadly this is not the case. Doing rather low amount of damage thanks to the flame changes in July, Molotov's are useless outside of building clearing or denying cover. There are multiple cases of enemy troops standing in the flames for a good five seconds and receiving minimal damage. Suggestion(s); On the initial impact those affected will "catch" fire doing 20 or greater HP damage over a few seconds. Or make it were it'll will do a flat damage on impact. (If you get caught by a Molotov you should be punished appropriately.) OR/AND Reduce speed of those caught in flames either through initial impact or walking through the flames. (This will make it harder for Axis troops to disengage allowing Soviet units to stay close and deal damage.) DShK 12.7 HMG Armored Piercing Rounds: This is Relic logic showing again. A more expensive and bigger caliber round HMG doing less damage and penetration to a cheaper, smaller caliber, and earlier HMG. The MG42 Incendiary Rounds to be precise. I have used these constantly to figure out how effect the AP rounds but yet to find them useful outside of tickling half tracks, puma's, and scout cars. At least it can take out Kubel quickly! (To understand how awful the ability is I had spotted a Flak Half track approaching one of the buildings in Semoski so I activated it and pointed it in the correct direction and waited. Once the Flak Half track came into range it set up, fired at the building for a good 10 seconds or so before pulling back. My DShK was firing non stop at it and only took out half it HP in that time. A MG42 with incendiary rounds will take out a USF AA Half track in two or three bursts within 4 or 5 seconds...) Suggestion; Just copy and paste the MG42 incendiary rounds to AP rounds and call it a diddly day. This would make the DShK extremely threatening light vehicles rather than tickling the enemy jibbles. Tracking (ZiS AT Gun, SU-76, SU-85, and ISU-152): Not sure why give anti-tank units a ability to track infantry units considering their job to destroy tanks. I can see this being relatively useful as it does allow you to be aware of those pesky fausts and panzerschrecks but it is still limited. A low priority however as it ain't completely limited. Suggestion; Veteran crews can detect specific armoured noises allowing them to spot enemy tanks within 100+ radius on the mini-map. It ain't a passive to be clear. Basically this allows anti-tank troops and tanks prepare in enemy in enemy attacks. This is rather huge as you can see where the enemy is planning to come from and prepare the appropriate response. This extends to helping out both SU variants immensely as they can avoid being flanked and destroyed by blitzing German tanks. Secure Mode (Only for both T-34s variants, KV-1, KV-2, KV-8, IS-2, and M4C Sherman); Being one of those weird abilities on tanks besides the T-70 which is rather great on. Again these are one of those that can and are useful but limited especially compared to OST Blitz for their medium and heavy tanks. Suggestion(s) Part 1 (For T-34s variants and M4C Sherman); Simple really. Replace Secure Mode with Radio Net. This greatly benefits T-34-76s as they become much more effective in numbers as they are cheap in fuel to buy and Veterancy already increases their rate of fire. (This really extends to all Soviet mediums as that they already have good rate of fire with veterancy.) Basically winning through fire power and sheer volume of shots. This would make up for the low penetration of T-34-76s mainly. For the other medium tanks (T-34-85 and M4C Sherman) this would make packs of them extremely potent and dangerous to even Panthers or King Tigers frontally. The increase of mobility will also boast them significantly as well allowing more flanks and hit & run tactics to be employed. Infantry and other medium tanks (or any for that matter) of Axis will be scared witless if facing two. This ain't imbalanced as it seems due to the fact Axis tanks generally have better veterancy bonuses, AT guns, and abilities. (TWP, Blitz, Smoke, etc.) Of course Axis do have better handheld anti-tank weaponry. Lastly is that they won't stand taking damage well either considering they are still low armour-medium tanks. Part 2! (For the Heavies; IS-2, KV-1, KV-2, and KV-8) In all honestly I am not quite sure what do in the case of these heavy tanks as secure mode is not half bad due to heavy armour and high hp. One thing I can think of is with Veterancy 1 is reducing the damage taken to take 1 extra shot for all heavies. IS-2 is uncertain but for KV-1, KV-2, and KV-8 it would be a great buff for tanking those hits and becoming sponges for the squishier Soviet tanks and infantry. Besides that I don't know. TL;DR Molotov's: Deal damage over time on initial impact for 20+ hp over around five seconds or so. This could be replaced of simply doing a flat damage on impact. OR/AND slow down units affected by the flames for a few seconds. DShK AP Rounds: Simply cope and paste MG42 Incendiary Rounds. Tracking: Change into detecting enemy tanks to better prepare for enemy vehicle threats. Secure Mode: Keep on T-70 due to being a light tank/ harasser. Replace with Radio Net for all Soviet medium tanks meaning packs of them or even two will be threatening to most tanks on the field due to rate of fire and mobility. For heavy tanks replace with being able to tank (pun intended!) one more shot. Extends all KV variants to become more effective as damage sponges as well IS-2. Might be too good for IS-2 but considering Axis high penetration weapons already... In Conclusion: Hope you gents enjoyed the read and hopefully agreed with these changes! I do encourage for those to throw in their own idea as it could be the best suggestion in the world. Feel free to also mock changes that you feel are completely crazy! Note: I was going to make it include OST changes but it would simply make this page even longer so I decided to split it up into two parts. One for Soviet and one for OST. In: COH2 Gameplay |
Thread: Cruzz's The More You Know19 Aug 2015, 01:25 AM
Does anyone know exactly what Radio Net does in stats? Can't seem to find it anywhere. Besides knowing it increase speed (and that is dubious as it could be increased acceleration or max speed increase) and rate of fire. In: COH2 Gameplay |
Thread: Vs top 5 axis team as double usf19 Aug 2015, 00:13 AM
Will be judging you harshly Cookie haha looking forward to this later tonight. In: Replays |
Thread: Faction comparison by Relic17 Aug 2015, 22:56 PM
Maybe Relic are going to implement the increase manpower cost per veterancy OKW was originally going to have? Believe it was a talked about during a stream but OKW would get five levels of veternancy however as they rank up they get a small increase of reinforcement. I.e. Volksgrenadiers were going to be 28 by Vet 5. I quite liked it as it meant you had to be careful during late game or bleed crazily. Obers and Sturmpios (when they were 42) were less affected by it considering their high reinforcement already. In: Lobby |
Thread: Lemon's 2v2 USF 16 Aug 2015, 02:49 AM
One thing I am noticing is lack of grenades or weapon racks. Was this merely of a no brainer for USF or do you feel they are merely unnecessary? Besides relying on Commander weapons of course. One last thing is do you truly feel other USF armour is pointless? Scott, Sherman, etc. (besides M10) |
Thread: Riflemen Vet 316 Aug 2015, 02:35 AM
In all honesty Major is great for recon plane as it can force the enemy to reposition and give you advantage in attacking. Now if only Major Strike was useful. But it would be nice if it was a option to buy the LT or CPT as this would lead to more infantry options for USF (i.e. I can go with 4 Riflemen into 2 Paratroopers.) It'd be nice if USF officers would be turned into support units instead with abilities assisting in fights or the economy. Far more interesting than a 2.0 Rifle squad. In: COH2 Balance |
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